Revised Martial Equipment

by CommanderFayne

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Revised Martial Equipment

The Weapons and Armors of War

A revised system of weapons and equipment for the ways of martial combat for 5th edition of Dungeons and Dragons.

Revision 1.13.1

Table of Contents

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CONTENTS

Realistic Equipment with a Fantasy Flair

The RME Homebrew gives extra options, more damage, and greater flexibility to the equipment of martial classes. It is an attempt to make each weapon feel unique and interesting, and give the average fighter more to do on their turn, rather than simply attack, roll a couple of damage dice, then wait for the next turn.

The equipment in this system is not only lifted from the core rules, but several dozen more were added for fantasy concepts and to cover a wide range of cultures and time frames at home in a medieval fantasy setting. The weapons are no longer divided into "simple" and "martial" categories, rather each weapon, shield, and armor is now part of a group of similar equipment, such as axes, bludgeons, or polearms.

Different shields and armors are now available, having greater flexibility on what to do with your shield, and having greater historical accuracy on what types of armors were made and worn by medieval peoples. In general, RME weapons and equipment find similar roles as what was found in ancient combat history, while also blending fantasy elements such as returning boomerangs or dual wielding crossbows.

Translating to an RME Campaign

This system requires a bit of converting from the 5e core rules but don't worry, it's easy!

Look at your race, class, subclass, and any feats you've taken; note any proficiencies with weapons, armor, and shields.

These proficiencies become Basic training. For example, if your class gives proficiency with martial weapons, you use all RME weapons with Basic training. If your class gives proficiency with simple weapons, you use weapons in the list "simple weapons" with Basic training. If proficiency with a specific weapon is listed, for example, high elves with longswords, shortswords, longbows, and shortbows, you use them with Basic training. Anything you do not have proficiency with means you are at the Untrained level. For example, a Sorcerer would use a greatsword at an Untrained level.

If any proficiencies are redundant, you instead have master training with that equipment. For example, a Drow has proficiency with hand crossbows, shortswords and rapiers, and the rogue class gives proficiency with those as well. So a Drow Rogue would have master training with hand crossbows, shortswords and rapiers, and Basic training with the other weapons listed for Rogue. The exception to this is with multiclassing. A Fighter multiclassed with Barbarian would not have master training with all weapons, simply because both classes give proficiency with martial weapons.

Your campaign may also have specific settings and cultures unique to each race. At your DMs discretion, your racial choice may give you proficiency, which translates to basic training, in two or three different pieces of equipment.

Because this can be easily abused, your DM should determine before your campaign starts, which two or three proficiencies each race would inherit, and should be based upon their national identity, specific cultural training, or usual tools of war that race's militaries often use.

You may also increase your training with any equipment group. To train up from Untrained to Basic, you must find a capable teacher and train for 42 days. To train from Basic to master, your teacher must train you for 250 days. Bear in mind most trainers must be paid for their work.

Training Levels are Important!

Each character now has three levels of training with all equipment; Untrained, Basic, and master.

With each level of training, the character gains more abilities, higher damage, and greater flexibility with the weapons, shields, and armor presented in Revised Martial Equipment.

INTRODUCTION

Martial Interactions

There are a few tweaks and adjustments to the core rules of 5e to accommodate the Revised Martial Equipment system presented here, as well as some important things to note about the RME system itself while using it.

Weapon DC

When your enemy must make a saving throw to avoid the conditions given by weapon properties, it is against your weapon DC, which is calculated with the following equation:


Weapon DC = 8 + your proficiency + your Strength modifier + any magical weapon enhancement.


You can substitute Strength for Dexterity if the weapon has the finesse property. You may also substitute Strength for another ability used for a melee weapon attack as part of a class ability, such as Hexblade Warlock using Charisma instead of Strength.

Any other effect, such as the modifier rolled with Deflect, or the modifier used to damage on a Disarm, Entangle, or trip attempt is only ever Strength and cannot be substituted.


Weapon DC for crossbows or firearms is calculated using the bonus damage they receive in place of Strength. If a the crossbow or firearm has no bonus damage, you only add your proficiency to the weapon DC equation


Each weapon property use must be announced before the attack is made. A player cannot wait to know if they hit before they say they are using a Trip with this attack. Instead, the player must declare they are making a trip attack and proceed as directed.

Damage Types

Some weapons list two or three types of damage in their properties. These weapons are capable of different types of attacks that deal different types of damage; for example, a sword swing deals slashing damage, while a sword thrust deals piercing.

If a weapon's damage types are separated by "or", as in slashing or piercing damage, the player must choose which type of damage they are using before the attack is made. However, if the damage types are separated by "and", as in bludgeoning and piercing damage, this weapon deals both types of damage, using whichever type will damage the enemy the most, but has no effect on
the total damage dealt.

Feat and Skill Changes

The following changes must be made to 5e feat and skill choices for RME to balance properly:

  • The following feats are disallowed: Blade Master, Fell Handed, Flail Mastery, Gunner, Heavy Armor Master, Medium Armor Master, Polearm Master, Shield Master, Spear Mastery and Warhammer Master

  • The feat Weapon Master allows you to gain master training with four weapons of your choice, regardless of your current proficiency.

  • The feat Skilled allows you to take any combination of three skills, tools, weapon, armor, or shield training levels.

  • At DM discretion, you may substitute an artisan tool or skill proficiency (not gaming set or musical instrument) for an increase in training for one piece of equipment.

RME Master Feats and Perks

Each equipment group lists a feat that a character can take to gain unique abilities with the equipment of that group.


When you take a group master feat, you gain master training with all equipment in that group. When you have master training with any weapon, either by the feat or some other means, you have access to that weapon's master perk.


All master feats apply to that group only. For example, if you have taken Combat Blade Master, which grants you advantage on opportunity attacks, you only have this advantage when using a Combat Blade to make the opportunity attack.

All master perks apply to that weapon only. For example, if you have master training with the Battleaxe, which grants you rerolls on damage if you roll a 1 or 2, you cannot wield a battleaxe and reroll all damage rolls from other weapons or sources. The damage rerolls only apply to the battleaxe and its attachers only.

Any perk which allows you to take a -5 penalty to add +10 damage does not stack with any other ability that allows you to do so, such as the feat Sharpshooter.

Some weapons in this system allow you to make one attack roll against more than one target, for example the fire lance which sprays fire in a 15 ft cone. When this happens, you roll one attack roll and compare it to all available target ACs, and choose one target to add your ability modifier in damage only. Any attachers such as sneak attack or smite are only applied to one target as well.

MARTIAL INTERACTIONS

Weapon Group Summaries

Shields

Whether a target or tower, shields come in all shapes and sizes from kites to circles to teardrops to coffins. There are obvious benefits to the size and shape of your shield, and masters learn offensive use of their shield and can even protect themselves from dragon's breath.

Ambush Weapons

These weapons are not designed for battle, rather for close quarters or surprise attacks. They are easily hidden or mundane, and in the right hands can end a fight before it's even started. Ambush masters have learned to strike more critically, taking full advantage of a surprise attack, and can strike fast enough to turn an enemy's miss into an opening.

Axes

Axes easily chop through targets using weight instead of a honed edge and an axe beard in the hands of a trained combatant can be used to trip and bind, even disarm. Axe masters carry the weight of the head through soft targets and into others and can fell even the stoutest foes with a woodcutter's swing.

Bludgeons

Bludgeons are simple weapons that rely on pure weight over control. However, they have additional uses in stunning, disabling and fatiguing the enemy with repeated and precise blows to the head or body. A master with these brutish weapons more deftly causes stuns and exhaustion.

Bows and Slings

The bow is as ancient as civilization itself, the tool of the hunter, sniper, assassin and soldier alike. Bows require more training than crossbows, but reload faster, making them still hold relevance in the age of mechanical winding and gunpowder. A master archer places arrows as effortlessly as a master swordsman places their blade, sending arrows around corners and into other ranged attacks. They can also use their bow offensively to trip or block as they put distance between themselves and the enemy.

Combat Blades

Combat blades are military weapons designed for soldiers at war. These weapons are long, powerful swords used for maximum reach and damage. A master with combat blades takes full advantage of the guard, and takes the best advantage of the opportunity to rout an enemy. Few weapons are as damaging or devoted to battle as Combat Blades.

Crossbows

Crossbows require less training to operate than a bow and are often more powerful, but their reload time keeps them from making the former obsolete, while their ease of use prevents them from being made obsolete by firearms. Unlike a bow, crossbows require time to reload, shown in their description. They pack a harder punch to make up for slower attacks. Masters of the crossbow shoot in combat without distraction, and can reliably hit two targets with a single bolt.

Dueling Blades

Dueling blades are smaller, lighter weapons designed for civilian defense or judicial duels. These weapons deal less damage but have more specialized uses, often used with finesse. A dueling blade master uses the weapon speed to take advantage of a distraction and the dueling nature to deflect countless blows while dueling a single enemy.

Firearms

These are late medieval to early renaissance period firearms which either strike flint or touch a lit wick to a flash pan, igniting gunpowder and propelling a projectile in most cases. They are prone to jamming, require specialized training, and create loud sound and smoke which can be to the detriment of the user. However, even combat blades struggle to have as much stopping power as even the smallest firearm. Master musketeers can quickly clear a jam, use the firearm as a melee weapon in close combat, and can fire more accurately with their shots.

Flails and Whips

These are weapons of misdirection and circular momentum. While the weapon design may not always be optimal, the reach and flexibility gives additional options in battle. Masters with the flail and whip can swing around shields, and use the binding property of their weapon to trip foes unready for the attack.

Hammers and Picks

Designed in the late middle ages as primarily anti-armor, these weapons differ from bludgeons in that they require control of a concentrated point or face to be of any use. However, even a proficient warrior can injure even the most well protected knight with a well placed hammer or pick. Masters knock foes to the ground and can even pierce or bludgeon a target through the armor that stops a hit.

Polearms

These are weapons of reach, usually a weapon mounted on a lengthy pole. These weapons are often designed for use in standard infantries, and have natural capabilities against charging cavalry or massive targets. A master has developed such precision he can strike as a reaction at reach and can even strike with the butt of the weapon in close quarters.

Spears

A feature in almost every military in history, spears have an efficiency unmatched in terms of production, training, and application. It's hard to compete with the simple design, extended reach, and stopping power of a spear. Masters have acquired the lunge, and have such disciplined accuracy, they can make the smallest opportunity into a killing thrust.

Throwing Weapons

These weapons allow snap precision in combat at medium range. Often paired with special abilities, throwing is a very unique combat style. In addition to the weapons in this group, the Throwing Weapons Master feat applies to any weapon with the Thrown property, and a master can curve throws around corners or snap throw at any distracted enemy in an instant.

WEAPON GROUPS

Special Lists

Class The following classes have had their list of trained weapons updated to include RME equipment
Bard Weapons All simple weapons, Throwing Weapons group, Interceptor, Longsword, Rapier, Saber, Scimitar, Smallsword, Tomahawk.
Druid Weapons Bolas, Boomerang, Dagger, Dart, Flanged Mace, Gauntlet, Great Club, Harpoon, Heavy Club, Hook Sword, Javelin, Knuckle Axe, Kukri, Lance, Light Club, Mallet, Morningstar, Pike, Punch Dagger, Quarterstaff, Ravenbeak, Scimitar, Sickle, Sling, Tomahawk, Trident, War Scythe, Wall Pick, War Spear, Whip, Wrist Shot
Monk Weapons All simple weapons without Two Handed and Heavy properties, and also Blowgun, Broadsword, Godendag, Hook Sword, Interceptor, Katana, Knuckle Axe, Lajatang, Meteor Hammer, Quarterstaff, Sai, Whip Dagger
Rogue Weapons All simple weapons, all weapons with the "Conceal" property, Rapier, Saber, Smallsword
Weapon These lists are curated for ease of reference, when the vanilla rules refer to such
Finesse Weapons Bladed Bow, Chain Sword, Chakram, Dagger, Dart, Glaive, Hidden Blade, Hook Sword, Interceptor, Katana, Lajatang, Light Club, Light Pick, Longsword, Meteor Hammer, Nunchaku, Punch Dagger, Rapier, Saber, Sai, Scimitar, Short Glaive, Shortsword, Smallsword, Stiletto, Throwing Star, Throwing Knife, Tomahawk, Unarmed Strike, Wall Pick, War Spear, Whip, Whip Dagger
Simple Weapons Bar Mace, Dagger, Dart, Flanged Mace, Gauntlet, Greatclub, Guisarme, Hand Crossbow, Handaxe, Heavy Club, Heavy Crossbow, Javelin, Kukri, Light Club, Light Crossbow, Light Flail, Light Pick, Mallet, Morningstar, Nunchaku, Pike, Punch Dagger, Quarterstaff, Ravenbeak, Recurve, Shortbow, Shortsword, Sickle, Side Baton, Sling, Spinner, Stiletto, Throwing Star, War Scythe (All weapons not on this list are considered martial weapons)
Underwater Weapons Blowgun, Dagger, Gauntlet, Godendag, Hand Crossbow, Harpoon, Heavy Crossbow, Hidden Blade, Hidden Crossbow, Javelin, Knuckle Axe, Lance, Light Crossbow, Mauler, Net, Pike, Punch Dagger, Ravenbeak, Sai, Shortsword, Side Baton, Spinner, Stiletto, Trident, Unarmed Strikes, War Spear, Wrist Shot. You may also remove disadvantage if your weapon has piercing damage, and you use that damage only.
Thrown Weapons Bolas, Boomerang, Chakram, Dagger, Dart, Godendag, Handaxe, Harpoon, Heavy Club, Javelin, Kukri, Light Club, Light Hammer, Light Pick, Mallet, Net, Spiked Shield, Stiletto, Throwing Knife, Throwing Shot, Throwing Star, Tomahawk, Trident, Wall Pick, War Spear

Ammunition Cost and Weight

Type Cost Weight For Use With
Arrow 0.05 0.05 Bladed Bow, Compound, Longbow, Shortbow, Recurve
Great Arrow 0.1 0.1 Greatbow
Lead Ball 0.06 0.06 Arquebus, Hand Cannon
Disk Blade 0.1 0.05 Spinner
Bolt 0.05 0.025 Hand Crossbow, Heavy Crossbow, Light Crossbow, Mauler
Bullet 0.01 0.05 Sling, Wrist Shot, Pepperbox, Gunblade
Cannon Ball 5 6lb Portable Cannon
Needle 0.01 0.01 Blowgun, Hidden Crossbow
Gun Powder 0.5 0.125 Any weapon with the Firearm property (Portable Cannon requires 2)
Shot 0.5 0.03 Blunderbuss

Remember Underwater Warfare!

All weapon attacks suffer disadvantage while underwater or targeting underwater enemies, and all ranged weapon attacks are restricted to their normal range. Underwater weapons perform normally while underwater.

SPECIAL LISTS

Definitions and Best Practices

  • Attacher - Any damage which is not built into a normal weapon that is dealt on hits, such as Sneak attack, Smite, Elemental bonus damage, etc. Additionally, any weapon which attacks multiple targets with one attack can only apply the attacher to one target of your choosing, unless it states otherwise.

  • Equipped - Items are equipped when they are held with as many hands as is required to use it properly. Some items are worn, such as hidden blades or cloaks, but to use them, they must be equipped. Equipping an item is done on your turn as an object interaction, like drawing a weapon. The weapon perks and usage as a reaction are impossible unless it is equipped at the end of your turn.

  • Weapon AC - In this system, weapon AC doesn't stack, and doesn't stack with shields. Your weapon AC bonus is the highest available weapon AC which is added to AC.

  • Martial Weapon - There are no "simple" or "martial" weapons in RME, only training levels. However, some mechanics and prerequisites reference martial weapons. While using this system, if you have basic training in any weapon which is not on the simple weapon list, you fulfill this mechanic or prerequisite.

Best Practices

These optional house rules make RME more fun and impactful but are not required for the system to work as intended.

  • Flanking an enemy adds +2 to attack rolls when two creatures flank an enemy, and +5 if three or more creatures flank an enemy.
  • Off hand and Double Ended attacks are made as part of your attack action if you have the feat Dual Wielder, or the Two-Weapon Fighting Style. Remember that you can only make one off hand or Double Ended attack, which is either your bonus action or part of your attack action.
  • If you have the Grappler or Tavern Brawler feat, you gain a level of training with Unarmed Strike, and you can make unarmed deflect, trip, and disarm attacks.
  • In RME, Basic training with Unarmed Strikes deals d4 bludgeoning damage. To balance any race which grants natural weapons such as Tabaxi claws or Lizardfolk bite, increase the damage dice size by one. A Tabaxi's claws would deal d6 slashing damage, for example. This further increases with any other ability or perk that increases your dice size from unarmed strikes. If you need to increase beyond d12, you use 2d8 and then 2d10, never d20.
  • When you score a Critical hit, maximize your weapon or spell's dice damage, then roll the bonus damage from a Critical hit to prevent Critical Hits dealing less damage than a normal hit. Do not maximize attachers. The maximum damage dice does not count for Puncture.
  • When you make an attack against a creature that you are grappling or that you are grappled by, you gain advantage if you make the attack with Light weapons, Unarmed Strikes or natural weapons such as Bite and Claw attacks. In contrast, you suffer disadvantage if you make the attack with a Heavy or Two Handed weapon. This also has an added benefit of making weapons with Versatile more versatile!

SPECIAL LISTS

Weapon Properties

The following properties exist in RME and are assigned to various weapons to give them unique flavor and abilities.

Affixed

This equipment is worn and wielded in the main or off hand. While dual wielding with an affixed weapon, the other weapon does not need the Light property. Affixed weapons are donned or doffed as an action and cannot be disarmed. While worn, it can be equipped for free during your turn, and while not equipped, it remains attached to your body, leaving your hand open for other things. An Affixed weapon cannot be equipped alongside a Two-Handed weapon but you may wear an Affixed weapon without restriction.

Awkward

This weapon requires Basic training to use properly, but you still get limited use with it. You do not add your proficiency bonus while rolling an attack with this weapon.

Conceal

You gain advantage on Sleight of Hand Checks made to conceal this weapon on your person. At the start of combat, if your passive Sleight of Hand is higher than your enemy's passive perception, or you beat this score by using a bonus action to make Sleight of Hand check, you can hide
these weapons from your enemy. If your Conceal
weapon is hidden, the first attack against enemies
unaware of your Conceal weapon is made with
advantage, as your enemy wasn't expecting your
attack. Once you reveal your weapon by using it, you
cannot hide it again during that same encounter.

Brace

As an action you choose to Brace. On your turn,
choose any targets you can see that are more than
20 feet away from you. If any of those targets
move within your weapon’s reach before your next
turn, as a reaction you can roll one melee attack
against them with advantage. If the attack hits,
treat the attack as a critical hit. While bracing, you
cannot use a different reaction.

While bracing, if you move or are moved against
your will, you can no longer perform this attack and must
brace again at the start of your turn to do so again.
A brace attack is not an opportunity attack.

Deflect

When struck by a melee weapon attack, you
can use your reaction to deflect some damage
you would receive. If wielding one Deflect
weapon, you may roll your weapon's damage,
add your Strength modifier, then subtract that
total from the damage you would receive. If you
are wielding a Deflect weapon with two hands,
you can add your Strength modifier twice to this total.
If you are wielding two deflect weapons, you can choose to roll both weapons damage, plus your Strength modifier, or you can choose to deflect another attack as part of the same reaction. You do not add your Strength modifier to the off hand Deflect roll unless you have the Two-Weapon Fighting Style.

Disarm

When you hit with a Disarm attack, you deal damage equal to your Strength modifier, minimum of 1, and force your enemy to roll its choice of a Strength or Dexterity saving throw. On a failure, it drops one held object of your choice, landing within 5ft of it in a direction of your choosing.

If the enemy is a category size larger than you or is using a two-handed weapon, it gains advantage on this save, while enemies two size categories larger than you are immune to this attack from you. If it is smaller than you, it suffers disadvantage. If you land a critical hit with this attack, your weapon deals normal damage in addition to forcing your enemy to roll the saving throw.

Disarm Mechanics
  • On its turn, a creature can pick up an item using its object interaction, so be sure someone grabs the disarmed item before its turn!
  • You can disarm something 5 ft in any direction, so if there is a nearby cliff or pool of lava, you should disarm the weapon into it to prevent your enemy from retrieving it on their turn!

WEAPON PROPERTIES
Double Ended

When you take the attack action, you can make one additional attack as a bonus action using the damage listed plus your ability modifier, if you are within 5 ft of your target and wielding your weapon with two hands. Double Ended attacks do not benefit from any other weapon property, nor can they make special attacks such as Disarm, Entangle, or Trip. A Double Ended attack is strictly damage, but can benefit from attachers.


Sneak attack in RME!

RME makes some distinction between ranged and thrown weapons. Allow any weapon with Thrown that makes a ranged weapon attack to use Sneak attack if it has Finesse. This will exclude heavier Thrown weapons and some launch weapons, and should keep to the theme of Sneak attacks being lighter, smaller, precision weapons.

Entangle

When you hit with an Entangle attack, you deal only your Strength modifier in damage, minimum of 1, and force the enemy to succeed on its choice of a Strength or Dexterity saving throw or be grappled. To escape, the entangled target must succeed a grapple check against your weapon DC, gaining advantage if it is a size category larger than you. Creatures two size categories larger than you are immune to Entangle attacks from you. If you land a critical hit, your weapon deals normal damage in addition to forcing your enemy to roll the saving throw.

While you are holding the weapon entangling your target, you make a melee weapon attack that automatically hits, but which only deals damage equal to your Strength modifier, minimum 1. You can release an entangled enemy at any time. If you drop the weapon, the creature is immediately free.

Finesse

When making an attack with a finesse weapon, you may use Dexterity modifier for the attack and damage rolls, and use Dexterity instead of Strength in your weapon DC equation.

Firearm

Rolling a 1 on an attack Roll causes this weapon to jam. It's still loaded, but a malfunction prevented ignition. As an action, you must clear the jam before it can make a ranged attack again. Firearm weapons can't make ranged attacks underwater, and if they are subjected to water such as from rain or a tidal wave spell, they gain +1 to their jam until you spend an action to dry them. All firearms create a sound which can be heard up to 300ft away.

Firearm weapons require gunpowder and either lead ball, bullet, or shot loaded into it to make a ranged attack. This ammunition is not recoverable.

Heavy

Category size Small creatures always suffer disadvantage to attack rolls with a heavy weapon. Tiny and smaller cannot wield this weapon.

Launch

On miss, this weapon lands on the ground within 5ft of the intended target. Roll a d8. The result is which square it lands in, starting with the square closest to you as 1, and counting clockwise until you reach the rolled number. An enemy in this square may still be affected if the Launch weapon says so.

Light

In order to dual wield two weapons, both weapons you wield must have this property. You can make an attack with your off-hand weapon as a bonus action, but don't add any ability modifier to damage. There is no requirement that your off hand weapon be melee in order to dual wield.

Lunge

If you use an attack action, you can use your reaction to attack a foe up to 5ft further than normal with all attacks for that turn, which can be combined with Reach. This ends with your turn and can't be used as part of an opportunity attack.

Melee

Melee weapons make a melee weapon attack at a target up to 5ft away, and add Strength modifier to attack and damage rolls.

WEAPON PROPERTIES
One Handed

A one-handed weapon requires only one hand to wield, leaving the off-hand open to wield another weapon, shield, grapple, or be used for the somatic component of a spell.

Penetrate

These weapons easily penetrate armor. When you target an enemy wearing Medium or Heavy armor, or wielding a shield, you may add half your Strength modifier again to your attack roll if you wield a Penetrate weapon with one hand, and your full Strength modifier if you wield the weapon with two hands. If you are wielding a weapon with Penetrate and Finesse, you may add both your Dexterity and Strength modifier to your attack roll. Any ranged weapon which has Penetrate still uses Strength, and is a reflection of your ability to control the weapon as it fires.

Puncture

These piercing weapons deal significantly more damage if they hit a vital weak spot in the enemy. When you roll a maximum value with any of your weapon's damage dice, you can roll that dice again and add the result to the total damage dealt. This can keep happening as many times as you roll maximum values on damage dice, even on the new rolls.

Ranged

Ranged weapons make a ranged weapon attack using Dexterity for attack and damage rolls. It must be loaded with ammunition to make an attack. The ranged numbers list its normal and maximum range. When attacking enemies beyond the normal range or with an enemy within 5ft of you, you suffer disadvantage for that attack. A ranged weapon cannot attack targets beyond its maximum range.

Reach

This weapon adds 5 feet to your reach when you make a melee weapon attack, as well as for determining your reach for opportunity attacks with it. Note that if there is a creature between you and your enemy within reach, your enemy has half cover. Reach cannot be used to extend the range of a Double Ended attack.

Reload

Some ranged weapons take a time to reload, expressed in types of game actions. These game actions represent the time it takes to reset a weapon and prime it for launching another piece of ammunition, not necessarily how long it takes to draw another piece of ammunition and place it into the weapon. From fastest to slowest, these are; part of attack, object interaction, reaction, bonus, attack, action.

The following rules apply to all weapons with the Reload property

  • Reload requires two hands unless otherwise stated. If dual wielding with a Reload weapon, the other item must be sheathed or dropped to Reload. Remember that drawing a weapon requires an object interaction.

  • Reload as object interaction feels like a free reload with the free object interaction on your turn, and in most cases it is. But there are rare cases where you may only do one of two things, for example, opening a door and reloading.

  • Reloading as attack means you use an attack action and one of your attacks is used to instead reload. If you have 3 attacks, you attack once, use an attack to reload, then attack again. Note that you must use either an attack or an action to reload, and if you do not wish to attack, then reloading your weapon takes an action.

  • You must always reload your weapon before using it for a ranged weapon attack again. If your weapon is empty at the end of your turn, it must be reloaded at the start of your next turn if you plan to attack with it.

  • Anything which grants an action, such as Haste or action Surge, can be used to reload. Furthermore, anything which grants a use object action as a bonus action, such as Rogue Thief's Fast Hands, can shorten an action or attack reload to a bonus action.

  • You have the choice of reloading your weapon with any of the options that are slower. For example, a crossbow master using a light crossbow is able to reload using an object interaction, but can reload with a reaction, a bonus action, an attack, or an action.

  • In order to use a Reload weapon as a reaction, your weapon must be loaded. You can't deploy a Reload weapon if it was unloaded at the end of your last turn and you didn't reload it.

WEAPON PROPERTIES
Stagger

The weight of your weapon can stagger the enemy's defense, causing them a minor distraction as the massive blow of the weapon you wield knocks them off guard. When you miss a creature that you can see with this weapon without rolling a 1, but the attack roll is less than the target's AC up to an amount equal to your Strength modifier, the next attack against this same creature gains advantage. When you hit, you can choose to deal only your Strength modifier in damage and impart this effect voluntarily or push the target up to 5ft away from you in a straight line, and when you score a critical hit, you can do both. You cannot stagger targets 2 size categories larger than you.

Thrown

Thrown weapons are used to make a ranged weapon attack by throwing them at the enemy, dealing their melee damage on hit unless a different damage value is listed after the Thrown weapon property. They use Strength for attack and damage, unless the weapon has the Finesse property.

When attacking enemies beyond the normal range or with an enemy within 5ft of you, you suffer disadvantage to attack rolls. You may draw and throw a weapon as part of the attack. If you throw a weapon without the Thrown property, the weapon is treated as an improvised weapon and may only cause a small amount of damage.

Trip

When you hit with a trip attack, you deal only your Strength modifier in damage on hit, minimum of 1, and your enemy must succeed on its choice of a Strength or Dexterity saving throw or be knocked prone. If you land a critical hit, your weapon deals normal damage in addition to forcing your enemy to roll the saving throw. Enemies a size category larger than you gain advantage on this save. Enemies two size categories larger than you are immune to being tripped in this way.

Two Handed

This weapon requires two hands to wield, and your off hand cannot be used to wield another weapon, shield, or grapple. However, you may still use your off hand for somatic spell components. You can't use only one hand to attack with a two handed weapon.

Versatile

This weapon may be used with one or two hands and you can switch between them at any time. When used with two hands, you use the damage dice listed in parentheses.

WEAPON PROPERTIES

Revised Fighting Styles

The fighting styles presented here are meant to mesh with the added weapon properties and improve their performance.

Archery

You are a skilled and focused marksman. You gain a +1 bonus to attack rolls you make with ranged weapons. Additionally, if you do not move during your turn, you can spend a bonus action to aim carefully, giving yourself advantage on your next attack. After you use this ability, your speed becomes 0 until the start of your next turn.

Blind Fighting

You have trained to fight an unseen enemy using your focus and senses other than sight. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Close Quarters Shooter

You are trained in making quick and accurate ranged attacks in close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. If an enemy misses you with a melee attack, as a reaction, you can make a ranged weapon attack against that enemy. Finally, you ignore half and three-quarters cover when an enemy is within 30ft of you.

Defense

You employ defensive martial techniques in close quarters, moving inside an attacker's guard. While you are wearing armor, you gain a +1 bonus to AC. Additionally, when an enemy within 5ft of you is about to make a melee attack, you can use your reaction to impose disadvantage. If an enemy misses when you use this ability, you can attempt a grapple or shove as part of the same reaction.

Dueling

You are trained in defensive and lethal dueling techniques. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Additionally, you may choose to reroll any deflect roll and take the better of the two results.

Great Weapon Fighting

You are a stout and efficient warrior that makes the best use of full body techniques while fighting. While wielding a melee weapon with two hands, your weapon gains the Stagger weapon property and you can reroll weapon damage once but must use the new result.

Interception

You are vigilant about protecting your allies, intercepting blows that would ordinarily kill them. When a creature you can see hits a target other than you within your weapon's reach or 5ft of you, you can use your reaction to reduce the damage the target takes by rolling your melee weapon's damage + your proficiency bonus (to a minimum of 0 damage). If you are wielding a shield, you can choose to instead roll d10 + your proficiency bonus.

Mariner

Your time aboard ships as a marine has trained and conditioned you to be agile on ropes and in water, and this agility extends to your defense. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC

Protection

You are a trained guardian, protecting those around you from attack. When a creature you can see hits a target other than you that is within 5 feet of you, you can use your reaction to force the enemy to reroll the attack. If you are wielding a shield, the enemy rerolls the attack with disadvantage.

Thrown Weapon Fighting

You throw weapons with extreme accuracy and power. While you wield a weapon with the Thrown property, you gain the following abilities: you gain a +2 bonus to weapon damage, both melee and ranged attacks ignore half and three quarters cover, and before you make a ranged or melee attack you can forgo your proficiency bonus but if you hit, you deal extra damage equal to double your proficiency bonus.

Tunnel Fighter

You excel at defending narrow passages, doorways, and other tight spaces. As an action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, your weapon gains Brace and you can make Brace attacks without using your reaction. Additionally, you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Two-Weapon Fighting

You are a balanced and ambidextrous warrior. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You make the attack with your off hand as part of your attack action, instead of a bonus action. Finally, when you make an opportunity attack, you can attack with both weapons instead of one.

Unarmed Fighting

You are much more capable with your hands than any weapon. You gain master training in Unarmed Strikes. If you aren’t wielding any weapons or a shield when you make an attack roll, your unarmed strike damage dice is increased by 1 size, e.g. from a d6 to a d8. At the start of each of your turns, you can automatically deal 1d4 bludgeoning damage to one creature grappled by you without using any action.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC is your weapon DC.

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source and matches that dice size if it increases). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain the expended superiority die earned from this fighting style when you finish a short or long rest, or if you roll a natural 20 on any attack roll during a combat encounter.

WEAPON PROPERTIES

Armor

Untrained with armor represents wearing the armor for basic protection but not necessarily knowing how to wear it properly, or how to correct the fit if certain come loose or move incorrectly, worn too loosely or tightly, or the armor itself gets in your way as you don't know how to move with its articulations. You have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.

Basic Training with armor means you know how to wear it properly, how to move with its articulations, and how to correct the fit. This is akin to normal proficiency.

Master Training with armor represents wearing armor so effortlessly, you become accustomed to its encumbrance. With light and medium armor, worn armor does not add to your encumbrance, and with heavy armor, you only count half the weight.

Light Armor
Type Base AC Stealth Weight Gold Cost
Padded 11 Disadvantage 4 5
Leather 11 None 5 10
Studded 12 None 6 45
Lacquered 13 None 6 150
Medium Armor
Type Base AC Stealth Weight Gold Cost
Chain Shirt 13 Disadvantage 10 50
Ring Mail 14 None 12 100
Breastplate 15 None 10 300
Banded Mail 16 Disadvantage 20 500
Heavy Armor
Type Base AC Stealth Weight Gold Cost
Hauberk 15 Disadvantage 25 150
Scale Mail 16 Disadvantage 30 300
Splint 17 Disadvantage 33 750
Plate 18 Disadvantage 40 1500

Feat: Light Armor Master

You are able to nimbly duck and dodge, and use your armor's light protection to cover your mistakes, deflecting blows that would have only barely hit you. You gain the following advantages while you are wearing light armor.

  • Increase Dexterity score by 1 to a maximum of 20.

  • While you are wearing Light Armor, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may use your reaction to instead take no damage if you succeed on the save. You still take full damage if you fail.

  • While wearing light armor, all opportunity attacks against you suffer disadvantage.

Light Armor

Made from cloth, leather, or other animal products and is usually less protective than the other armors but also provides the most mobility and least weight. You add your Dexterity modifier to AC when you wear Light Armor. You can don and doff Light armor in 1 minute.

  • Padded Thick padding made of quilted fabrics or furs, this armor provides little more than slight protection from incidental contact, and restricts the wearer's movement.

  • Leather This leather is of moderate thickness but is unhardened and offers similar protection to padded, but the thinner material no longer restricts the wearer.

  • Studded Leather This leather thicker hard hide has been studded with metal rivets or brackets to offer some increased protection. The increased time to stud the leather while not damaging its integrity adds to the manufacturing cost.

  • Lacquered Leather This leather has been boiled in wax or water and painted with lacquer to toughen it as hard as modern plastics. It offers superior protection to other light armors without increasing weight, but the required skill to boil or otherwise harden leather without ruining it adds to the cost.

ARMOR

Medium armor

A combination of leather or animal products and metal to create increased protection without completely sacrificing mobility. It covers less than Heavy armor using the same materials and usually costs less due to a lighter manufacturing process and less material. You add up to +2 from your Dexterity modifier to AC when you wear medium armor. You can don medium armor in 5 minutes, while you can doff it in 1 minute.

  • Chain Shirt This is a shirt of butted mail. It is easy to produce, due to less time simply twisting chain rings into place, rather than welding each link closed. As such, the chain shirt offers less protection than the hauberk but is lighter and more affordable.

  • Ring Mail A series of closed rings stitched to a thick leather backing. This armor takes about as long as a Chain shirt to make and is similar in cost, but due to the combined protection of the leather backing and metal rings, offers greater protection than either one separately. Unfortunately, this combined armor is more restrictive.

  • Breastplate Wearing just the breastplate of a suit of plate armor, this armor provides the easiest mobility of the medium armors and more protection than the chain shirt or ring mail. However, plate is expensive to make and thus has a greatly increased cost.

  • Banded Mail The quintessential half-plate, also known as lorica, this armor is a series of metal ribbons banded together to form more complete protection. Banded mail is cheaper to produce than full plate, but is still quite a process, involving many steel plates and precise shaping.

Feat: Medium Armor Master

Combining the mobility of light armor and the protection of heavy armor, your skirmishing is unmatched and you gain the following advantages while wearing medium armor.

  • Increase Dexterity or Strength score by 1 to a maximum of 20

  • Wearing medium armor doesn't impose disadvantage on your Dexterity (stealth) checks

  • In response to a critical hit, you use your reaction to attempt a Dexterity saving throw against a DC of 10 or half the damage taken, whichever is higher. On success, you are resistant to all damage for that attack.

Heavy

Weighing and costing the most, this is the most protective armor available. Heavy armors are made almost entirely of metal and require extensive, professional manufacturing. All heavy armor requires a Strength score of 13 to wear. You do not add your Dexterity modifier to AC when wearing heavy armor. Donning Heavy armor takes 10 minutes, while doffing it takes 5. If you have help, these values are cut in half.

  • Hauberk This is a full suit of chain made with incredibly durable riveted or welded rings in a tight weave. The Hauberk covers both arms and stops at the knee, offering near complete coverage. Unfortunately, it is quite loud.
  • Scale Adding a scale to each ring in a chainmail suit gives a substantial increase to protection without much increase in the manufacturing process but adds quite a bit of weight. Scale armor is just as noisy as the Hauberk.
  • Splint Splint armor can be described as the poor man’s plate. Instead of steel shaped to fit the wearer, a series of small, palm-sized plates and finger sized “splints” of metal are tied together to form a coat. It is cheaper to produce but is not nearly as durable.
  • Plate The essential Knight’s armor. Plate is extremely difficult and costly to produce. However, no other armor is more protective. All parts of the body are covered, even the wearer's joints.

Feat: Heavy Armor Master

You are so adept at using the thick padding and plates of your armor that you absorb damage that would kill a more lightly armored combatant. You gain the following advantages while you are wearing heavy armor.

  • Increase Strength score by 1 to a maximum of 20

  • All bludgeoning, piercing, and slashing damage you receive from non-magical sources is reduced by an amount equal to your proficiency bonus. If your armor is magical, you can apply this reduction to magical bludgeoning, piercing, and slashing damage.

  • When an attacker that you can see deals non-magical bludgeoning, piercing or slashing damage to you, you can use your reaction to take only half that damage against you. If your armor is magical, you can take half damage from magical sources of the same damage types.

Variant Weight

As an option, your DM can elect to have all armor and shields for small creatures, such as halflings and gnomes, weigh half the amount presented here, and for armor and shields for large creatures, such as ogres and or horses weigh 4 times the amount.

ARMOR

Shields

Type AC bonus Strength Stealth Donning action (strapped) Donning action (held) Weight Cost
Buckler 1 N/A None Action Object Interaction 3 5
Diskarmor 2 N/A None N/A Bonus Action 5 150
Kite 3 13 Disadvantage Action Action 10 50
Pavise 1 13 Disadvantage N/A N/A 15 35
Skirmish 2 N/A None Action Bonus Action 6 10
Spiked 2 N/A Disadvantage Action Bonus Action 8 20
Tower 3 13 Disadvantage Action Action 20 50

Feat: Shield Master

  • If you take an attack action on your turn, you can use a bonus action to perform a shove with your shield.

  • If you aren't incapacitated, you can add your shield AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the save, interposing your shield between yourself and the source of the effect.

Equipping a shield

Donning a shield describes moving it from your back or a strap to your arm or hand. A shield strapped on cannot be disarmed, while a shield held in the hand can be disarmed. In order to use two hands for some task while a shield is strapped to your arm, it will need to be removed, while a shield held in hand can be set down and picked back up with an object interaction. A shield on your back provides no benefit and is simply a piece of garb, unless stated otherwise.

Training with Shields

If you are Untrained with shields, while wielding one you suffer disadvantage on attack rolls, ability checks, and saving throws that rely on Strength or Dexterity, and you can’t cast spells.

Buckler

A buckler, or target shield, is a small shield that can be passive as a forearm guard, or as an active deflection shield. While it is strapped to the arm, that hand is counted as open. The master's deflect sets them up for the perfect counter.

Basic If you wield a weapon in the same hand as the buckler, you suffer -2 to attack rolls with weapons in that hand. If you are wielding only the buckler in your off hand, it has Deflect (d8).
Master You only suffer -1 to attack for wielding a weapon with the buckler hand. You may add the deflect roll from the buckler to any deflect roll you make with your main hand, and if this roll reduces incoming damage to 0, you may immediately make an attack against your attacker as part of the same reaction.

ARMOR
Diskarmor

An esoteric weapon of gnomish invention, a diskarmor is a round shield attached to a length of chain mechanism that retracts quickly after the chain reaches its length to make essentially a shield yo-yo. The user can toss it out to wield it like a large flail, then retract it to be used as a shield again.

Diskarmor is a shield which has the following properties: One Handed, Melee d6, Entangle, Reach, Trip, Versatile d8. Diskarmor deals bludgeoning damage. A diskarmor is not considered a weapon.

Basic When you take the attack action, you can use your bonus action to make an attack with the Diskarmor. This attack does not benefit from your ability modifier to damage unless you have the Two-Weapon Fighting fighting style.
Master You can replace any of your attacks with an attack using Diskarmor. As a reaction, you choose an ally of your choice within 10ft and enter a protective stance. Until your next turn, you confer your shield bonus to this ally instead of yourself.
Kite

Kite shields range in size between a skirmish and tower shield and combine the mobility and protection of both. They are as wide as the wielder's torso but extend downward with a point or oval extension to protect the legs, which can also be used offensively to knock an enemy off guard.

Basic You gain advantage in any athletics contest in which you roll athletics, and advantage on any saving throw rolled to resist the prone condition.
Master When a creature you can see hits a target other than you that is within 5 feet of you, you can use your reaction to force the enemy to reroll the attack. It must use the new roll. Additionally, you may spend your bonus action to stagger your enemy.
Pavise

A pavise is a lighter tower shield with a central spike to drive into the ground, or alternatively a set of legs that allow the shield to stand freely. While deployed, you can use it as cover. Unfortunately it is unwieldable as a normal shield, only able to be worn on the back. While wearing it, you are unable to equip any other shield, as its size makes wielding another shield ungainly and cumbersome.

While deployed, a Pavise can be knocked down if the enemy succeeds on an Athletics Check against your weapon DC. As a bonus action you can pick up a pavise and either deploy it again or don it on your back.

Basic While worn, you gain +1 ac and negate any flanking bonus any enemy might have on you. As a bonus action, you can deploy the shield to solid ground, which takes up a 5 ft square space. While the shield is between you and any enemy, you gain the benefits of half cover.
Master While the shield is between you and any enemy, you gain the benefits of three-quarters cover. Additionally, an enemy has disadvantage on any roll made to knock your shield down while you use it as cover.
Spiked

A spiked shield is a blanket term for all weaponized shields, with spikes on the face and either a spiked or bladed edge. Somewhat cumbersome compared to a skirmish shield with the added weaponization, a spiked shield is hard to be stealthy and agile with.

Spiked shield is a shield which has the following properties: One Handed, Melee d6, Brace, Puncture, Thrown (20/60), Versatile d8. Spiked shield deals piercing or slashing damage. A spiked shield is not considered a weapon.

Basic When you take the attack action, you can use your bonus action to make an attack with the spiked shield. This attack does not benefit from your ability modifier to damage unless you have the Two-Weapon Fighting fighting style.
Master You are so effective at using the dangerous points or blades of your shield that all enemies suffer disadvantage to athletics checks against you, and a successful shove deals d4 + Strength modifier in piercing or slashing damage.
Skirmish

Skirmish shields come in a variety of shapes but are about the size of the user's torso. A Skirmish shield is large enough to provide better passive protection than the buckler, while still providing the agility missing with a tower shield. The master can extend this agility to even spell attacks.

Basic You gain an additional +2AC bonus against ranged weapon attacks, adding +4AC in total.
Master You gain an additional +2AC bonus against ranged spell attacks, adding +4 in total, and a successful shove deals d4 + Strength modifier in bludgeoning damage.
Tower

This massive shield is as tall as you and just as wide; you more fight around it like a door than moving it with your body, like carrying a piece of mobile cover. The master shieldman can take cover at a moment's notice, effectively giving the enemy no target.

Basic You negate any flanking bonus an enemy might have on you. Additionally, when you are hit with an attack or are forced to roll a Dexterity saving throw, you may use your reaction to gain half cover, possibly negating the attack or granting you a bonus to your Dexterity saving throw before you roll. This half cover lasts only for the effect that triggered your reaction.
Master While using the shield as cover, if you are subjected to an effect that allows you to make a Dexterity saving throw, and you fail that save, you take only half damage.
ARMOR

Ambush Weapons

Weapon Damage Types Untrained Damage Basic Damage Master Damage Weight Gold Cost
Punch Dagger Piercing or Slashing d4 d4 d4 1 1
Whip Dagger Piercing d4 d4 d4 3 15
Gauntlet Bludgeoning, Piercing, or Slashing d4 d6 Damage Scales 1 10
Hidden Blade Piercing d4 d4 d4 1 50
Interceptor An interceptor deals no damage 0 0 0 1 3
Knuckle Axe Slashing d4 d6 d6 1 25
Side Baton Bludgeoning d4 d6 d8 2 10
Unarmed Strike Bludgeoning d1 d4 Damage Scales 0 0

Feat: Ambush Weapons Master

  • +1 weapon DC of ambush weapons and Initiative roll.
  • A successful hit to a creature that is surprised is a critical hit.
  • You may use your reaction to make a single attack against a creature that has missed you with a melee attack, provided you can see it.
Punch Dagger

A small knife attached to a horizontal handle that projects out from the fist when held. A punch dagger treats any hit to a surprised creature as a critical hit, even if the wielder doesn't have Ambush Weapons Master feat, but a true master has true speed and precision unmatched.

Untrained One Handed, Melee d4, Conceal, Finesse, Light
Basic One Handed, Melee d4, Conceal, Finesse, Light, Penetrate, Puncture
Master One Handed, Melee d4, Conceal, Finesse, Light, Penetrate, Puncture
Master Perk You have advantage on attacks made outside of your turn, such as opportunity attacks. Additionally, if this weapon is in your off hand, you may make an opportunity attack with your main hand and this weapon.
Whip Dagger

A dagger with a ring pommel at the end of a silk ribbon. The weapon can be used like a dagger in hand to attack creatures up to 5ft away, or swung about the end of the ribbon to attack creatures up to 10ft away. A master has learned the Scorpion Pull, an ability to impale a target and pull them closer with the attached ribbon.

Untrained Two Handed, Melee d4, Conceal, Awkward, Finesse, Reach
Basic Two Handed, Melee d4, Conceal, Entangle, Finesse, Reach
Master One Handed, Melee d4, Affixed, Conceal, Entangle, Finesse, Lunge, Reach
Master Perk When your attack is successful, as a bonus action, you can choose to force the enemy to succeed on a Strength saving throw or be pulled up to 10ft toward you. You may only do this if your target is no more than 1 size category larger than you.

AMBUSH WEAPONS
Gauntlet

Spiked or weighted knuckles or claws worn as a glove, but which do not include heavy armor gauntlets unless specifically designed. A master's damage scales like Unarmed Strike, and can catch an enemy's weapon mid-swing, forcing it from their grasp using protected hands. The hand with which a gauntlet is affixed cannot be used to wield another weapon or shield, even if the weapon is Versatile.

Untrained One Handed, Melee d4, Affixed, Deflect
Basic One Handed, Melee d6, Affixed, Deflect, Disarm, Light
Master One Handed, Melee (table), Affixed, Deflect, Disarm, Light, Stagger
Master Perk When hit with a melee attack, as a reaction before the damage, you can attempt a disarm attack. If your attacker fails the save you take no damage in addition to disarming your enemy.
Hidden Blade

An infamous, mechanical means to deploy a piercing dagger from under your wrist. This weapon makes use of complicated springs and pulleys to deploy, and can be done in an instant. The master can take full advantage of a surprise attack, ending a life as quickly as the blade deploys.

Untrained One Handed, Melee d4, Affixed, Awkward, Conceal, Finesse, Light
Basic One Handed, Melee d4, Affixed, Conceal, Finesse, Light
Master One Handed, Melee d4, Affixed, Conceal, Finesse, Light
Master Perk Any hit against a surprised creature takes maximum damage from this weapon and any attachers, instead of rolling for the damage.
Interceptor

A generic term for any article of clothing which is used to deflect or intercept attacks, such as a thick wool cloak, silk scarf, war fan or umbrella. These are not weapons in the traditional sense, just durable personal effects, but can be just as effective in a duel as steel. While you may wear an interceptor as clothing, to use it, it must be equipped in your hand.

Wielding an interceptor gives you +1 Shield AC in addition to the effects below. The master can use an interceptor to catch missile weapons in flight, even protecting an ally.

Untrained You cannot wield an interceptor while Untrained.
Basic One Handed, Affixed, Conceal, Deflect (d6), Finesse, Light
Master One Handed, Affixed, Conceal, Deflect (d8), Disarm, Entangle, Finesse, Light, Trip
Master Perk You may use the Deflect property against ranged weapons. When a creature you can see attacks a target that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
Knuckle Axe

Designed much like brass knuckles, but with a blade that sweeps back toward the forearm, over the side of the fist. The knuckle axe resembles an axe head with no handle, and either 4 finger holes or a curved handle to rest inside a closed fist. Masters with knuckle axes learn to slash through soft targets much like a real axe, attacking two targets at once.

Untrained One Handed, Melee d4, Awkward, Light
Basic One Handed, Melee d6, Deflect, Light
Master One Handed, Melee d6, Deflect, Light
Master Perk When you score a critical hit or reduce a target to 0hp, you may make an additional melee attack to another creature adjacent to you as part of the same action.
Side Baton

Often called a Tonfa, Riot Baton, or Arm Club, this defensive weapon is designed to deflect attacks with the forearm. It is a stout club with a perpendicular handle attached a third of the way down the length, allowing it to be swung out for a swipe, or extend the reach of a thrust. A master also flips the side baton to grab the long end, using the handle as a hook.

Untrained One Handed, Melee d4, Light
Basic One Handed, Melee d6, Deflect, Light
Master One Handed, Melee d8, Deflect, Light, Trip
Master Perk Your deflect roll is d10, rather than d8, and you may add your proficiency to this roll.
AMBUSH WEAPONS
Unarmed Strikes

Untrained unarmed strikes are simple punches while Basic training teaches proper punches and kicks. However, a real master of unarmed strikes is as well trained as a traditional monk, though lacking the ki focus and mysticism the monk possesses. A master’s damage scales according to proficiency bonus on to the table below unless it is higher due to fighting style or racial trait.

Your unarmed strikes don't count as weapon attacks until you have master training or have chosen the Unarmed Fighting style.

Untrained One handed, Melee d1, Awkward
Basic One handed, Melee d4, Finesse
Master One handed, Melee Table, Deflect, Disarm, Finesse, Light, Trip
Master Perk You may use your bonus action to perform a Shove or Disarm attack. You may make an Unarmed attack as an off hand attack even if you're wielding a Versatile or One-Handed weapon that's not Light.
proficiency Damage Die
+3 d4
+4 d6
+5 d8
+6 d10
AMBUSH WEAPONS

Axes

Weapon Damage Types Untrained Damage Basic Damage Master Damage Weight Gold Cost
Battle Axe Slashing d8 d8 (d10) d10 (d12) 4 10
Greataxe Slashing d10 d12 2d8 6 30
Halberd Piercing or Slashing d10 2d6 3d4 7 35
Handaxe Slashing d6 d6 d6 2 5
Hook Sword Slashing d6 d6 d6 2 60
Khopesh Piercing or Slashing d8 2d4 2d4 3 10
Poleaxe Bludgeoning, Piercing, or Slashing d10 d10 2d6 7 40
Tomahawk Piercing or Slashing d4 d4 d4 1 1

Feat: Axe Master

  • +1 to Athletics checks.
  • You count as one size category larger for the purpose of trip or disarm.
  • On your turn, when you score a critical hit or reduce a creature to 0 hit points, you can make another attack as part of the same action against a target within your weapon's reach. This effect can happen multiple times as long as the criteria are met.
Battle Axe

An axe about 2ft-3ft in length, with a longer beard designed for a wider slashing wound. This weapon is large enough to use with two hands for more powerful strikes, yet nimble enough to be used in one hand. Masters with the battle axe get more reliable damage out of the weapon.

Untrained Two Handed, Melee d8, Awkward
Basic One Handed, Melee d8, Trip, Versatile d10
Master One Handed, Melee d10, Trip, Versatile d12
Master Perk Reroll a damage dice result of 1 or 2 for both weapon damage and any attachers. If you are wielding the Battle Axe with two hands, it gains Thrown 2d6 (20/60).
Greataxe

The classic barbarian axe, but which also includes more historical versions such as the bardiche, voulge, or Dane axe. The greataxe has incredible potential for damage, and the master greataxe wielder can fell even the stoutest of foes with reliability not seen in many other weapon styles.

Untrained Two Handed, Melee d10, Awkward, Heavy
Basic Two Handed, Melee d12, Disarm, Heavy, Trip
Master Two Handed, Melee 2d8, Disarm, Heavy, Trip
Master Perk When you roll at least 5 higher than the enemy's AC, you can roll all damage and any modifiers twice and take the better result.

AXES
Halberd

An axe blade topped with a spike mounted on an 8ft long shaft, with a hook on the back side of the axe blade for pulling mounted combatants from the saddle. With at least Basic training, a halberd can be used with trip against mounted foes to pull them from the saddle to a prone position, and the master has advantage on this maneuver.

Untrained Two Handed , Melee d10, Awkward, Brace, Heavy
Basic Two Handed, Melee 2d6, Brace, Heavy, Reach, Trip
Master Two Handed, Melee 3d4, Brace, Entangle, Heavy, Reach, Trip
Master Perk You gain advantage on trip attacks made to mounted enemies and Large creatures. If your Trip Is successful against a mounted foe, it is automatically pulled from its mount to a prone position.
Handaxe

An incredibly versatile weapon and tool, the hand axe can be thrown, or used in melee, and can be used to trip your foe. The master learns the ability to bind and disarm.

Untrained One Handed, Melee d6, Thrown (10/30)
Basic One Handed, Melee d6, Thrown (20/60), Light, Trip
Master One Handed, Melee d6, Thrown (20/60), Disarm, Light, Trip
Master Perk You gain advantage on all disarm attacks.
Hook Sword

An exotic weapon made famous by the northern Chinese masters; a shortsword length weapon in which the tip forms a prominent hook, and which the knuckle guard features a crescent shaped blade. A hook sword can easily catch weapons and limbs, giving it superior control over an enemy's movements.

The master can also hook with another hook sword for a unique means of trapping and binding enemies, as well as striking further by forming a makeshift flail; letting go of one hook sword and swinging it by the hook of the other sword you are currently holding. Hooking the swords together, or unhooking and wielding them separately requires an object interaction.

Untrained One Handed, Melee d6, Awkward
Basic One Handed, Melee d6, Deflect, Disarm, Finesse, Light, Trip
Master One Handed, Melee d6, Deflect, Disarm, Finesse, Light, Entangle, Lunge, Trip
Master Perk When you are hit with a melee weapon attack, as a reaction you can make a disarm attack against that enemy. When you hook two hook swords together, your weapon gains reach and loses Light. While wielded in this way, your hook swords counts as one weapon instead of dual wielding two weapons.
Khopesh

This axe sword hybrid was made famous by ancient Egyptians. It is a sword built with a large crescent shaped protrusion about one third from the tip, and a hooked tip, forming a sort of question mark shape. It acts similarly to a battle axe, but is lighter and can more reliably cut with a larger surface area. A Master with the Khopesh has learned to use the hooked point to hamstring enemies with ease.

Untrained One Handed, Melee d8, Awkward, Disarm
Basic One Handed, Melee 2d4, Disarm, Light, Trip
Master One Handed, Melee 2d4, Disarm, Light, Trip
Master Perk If you hit with a trip attack, your enemy's speed is reduced by 10ft until the end of their next turn. While they have this penalty, they suffer disadvantage to Strength saving throws.
Poleaxe

An infantry weapon designed for use against armored foes, characterized by an axe on one side and a hammer on the other, tipped with a dagger-like spike from the top. It is typically on a 6 ft haft, shod with iron to protect it from damage. Though not long enough for a reach weapon, its style resembles that of a quarterstaff and axe combined. A master learns to use the weapon's iron shodding more actively, blocking attacks that would normally chop through the wood shaft.

Untrained Two Handed, Melee d10, Awkward, Heavy, Puncture, Stagger
Basic Two Handed, Melee d10, Brace, Deflect, Heavy, Penetrate, Puncture, Stagger, Trip
Master Two Handed, Melee 2d6, Brace, Deflect, Heavy, Penetrate, Puncture, Stagger, Trip
Master Perk While wielding a poleaxe, you gain +1 weapon AC and you may add your proficiency bonus to deflect rolls.
Tomahawk

Invented and made famous by indigenous North Americans, featuring a slimmer blade more balanced for throwing, and an opposing spike or small hammer so both sides of the weapon were dangerous in flight.

Tomahawks are balanced for throwing further distances than any other axe, and the master has learned to throw them with great force, using the hammer or spike's weight to drive the thinner axe head deeper into a target.

Untrained One Handed, Melee d4, Awkward, Thrown (10/30)
Basic One Handed, Melee d4, Thrown (40/120), Finesse, Light, Trip
Master One Handed, Melee d4, Thrown (40/120), Disarm, Finesse, Light, Trip
Master Perk Before you roll a ranged attack, you can take -5 to the roll. If the attack hits, you add +10 to the attack's damage.
AXES

Bludgeons

Weapon Damage Types Untrained Damage Basic Damage Master Damage Weight Gold Cost
Greatclub Bludgeoning d8 d8 d10 8 0.2
Heavy Club Bludgeoning d6 d6 d8 (d10) 3 0.1
Light Club Bludgeoning d4 d4 d6 2 0.1
Bar Mace Bludgeoning and Piercing d6 d8 d8 3 3
Flanged Mace Bludgeoning and Slashing d6 d6 d8 4 5
Mallet Bludgeoning d4 d6 d6 3 0.3
Morningstar Bludgeoning and Piercing d8 d10 d12 [d4] 6 15
Quarterstaff Bludgeoning d6 d8 [d6] d8 [d8] 3 0.5

Feat: Bludgeon Master

  • +1 to damage rolls with bludgeon weapons.
  • When you score a critical hit, your enemy must succeed on a Constitution saving throw or be stunned until the end of your next round.
  • If you deal more damage in a single attack than the enemy's AC, the enemy must succeed on a Constitution saving throw or take a level of exhaustion. You may grant two levels of exhaustion per enemy in this way.
Greatclub

A simple, heavy, two-handed club, though it can be refined like the Japanese Tetsubo. A master of the greatclub can render a weapon nearly useless by smashing it bent or broken.

Untrained Two Handed, Melee d8, Heavy, Stagger
Basic Two Handed, Melee d8, Disarm, Penetrate, Heavy, Stagger
Master Two Handed, Melee d10, Deflect, Disarm, Heavy, Penetrate, Stagger
Master Perk A disarmed weapon is ruined and no creature may add proficiency to attacks make with it until it is repaired
Heavy Club

A larger mass weapon, much like a bat or ball
mace. A master can target the foe's head
more easily, disorienting and disabling their
foes with a wound-up swing for the fences.

Untrained Two Handed, Melee d6
Basic One Handed, Melee d6,
Thrown (10/30)
Master One Handed, Melee d8, Versatile d10, Thrown (20/40)
Master Perk Before you roll an attack, you can
take -5 to the roll. If you hit, your
enemy must succeed on a
Constitution saving throw or
suffer disadvantage to all attacks
and ability checks until the end
of its next turn. When you
score a critical hit, this effect
is automatically applied.

BLUDGEONS
Light Club

A simple sap or a metal bar, many clubs designed for combat are designed to be thrown. Some light clubs are designed for policing, intended to be less-than-lethal, while others can be shorn in spikes or sharpened rings with a broad spiked tip. A master learns to be extremely accurate to a foe's head and knock them off balance.

Untrained One Handed, Melee d4, Conceal, Finesse, Light
Basic One Handed, Melee d4, Conceal, Thrown (20/60), Finesse, Light
Master One Handed, Melee d6, Conceal, Thrown (20/60), Finesse, Light
Master Perk On hit, you can choose to deal only your Strength modifier in damage but your foe must succeed on a Constitution saving throw or suffer disadvantage to its Strength, Dexterity, and Wisdom saving throws and Ability Checks until the end of your next turn.
Bar Mace

A stout, arm length iron bar lined with spikes or flanges, making the weapon more able to utilize weight and prying leverage to deal with armored foes. Designed for low skilled military soldiers, a master with the bar mace has learned to use the weight and odd angles to pry weapons from their enemy's hands, or ruin them in the process.

Untrained Two Handed, Melee d6, Disarm
Basic One Handed, Melee d8, Disarm
Master One Handed, Melee d8, Deflect, Disarm
Master Perk You can choose to deal only your Strength modifier in damage, but force your enemy to make a Strength saving throw. On failure, your enemy drops anything it is holding and suffers disadvantage to all melee attack rolls. At the end of its turn, it may roll another Constitution saving throw, ending the effect on a success.
Flanged Mace

Made up of a metal head with small bladed protrusions, attached to a simple wooden or metal shaft, designed specifically to hammer and shred armored enemies. This weapon deals slashing and bludgeoning damage at the same time, for the purpose of overcoming resistances or immunities. Masters learn to punch through armor to damage those foes with ease, while providing opening for their allies.

Untrained One Handed, Melee d6
Basic One Handed, Melee d6, Penetrate
Master One Handed, Melee d8, Penetrate
Master Perk Your penetrate affects creatures in any armor. If you score maximum damage from this weapon's damage roll, all attacks against the creature that took this damage have advantage until the end of its next turn.
Mallet

Typically a crafter's tool, in the hands of capable combatants, the unique qualities of a lighter, faster bludgeoning tool can provide unique opportunities for combat that heavier bludgeons miss. It consists of a wood haft inset within a large wooden cylinder. The wood construction means the mallet can be wide and soft, allowing for creative attacks in combat. A master can use the lightness of a mallet for a quick strike that sends the enemy reeling.

Untrained One Handed, Melee d4, Light
Basic One Handed, Melee d6, Thrown (20/60), Disarm, Light
Master One Handed, Melee d8, Thrown (30/90), Disarm, Light, Stagger
Master Perk As a bonus action, you can make a shove attempt which, if successful, deals bludgeoning damage equal to your Strength modifier.
Morningstar

An infantry weapon in the form of a thick wooden shaft up to 8 feet in length, slightly fluted toward the top, with a spiked head and topped with a stout iron spike. This reach weapon gives infantry an advantage against armored opponents without needing to learn advanced techniques, enabling simple militias to protect themselves from armored enemies. A master with a morning star can absolutely ruin armor, rendering it less effective for its wearer.

Untrained Two Handed, Melee d8
Basic Two Handed, Melee d10, Brace, Penetrate, Reach
Master Two Handed, Melee d12, Brace, Double Ended d4, Penetrate, Reach
Master Perk As an action, you can try to ruin the protective qualities of your enemy's armor, even if it is Natural Armor. Before you roll an attack, you can take -5 to the roll. On hit, you deal piercing damage equal to your Strength modifier, but reduce the enemy's AC by the piercing damage it receives.
Quarterstaff

A simple staff is a useful double ended bludgeoning weapon, whether shod and weighted like the English quarterstaff, or simply made of strong bamboo, like the Japanese bō. A master learns to strike with both ends as fast as a lesser trained combatant can with one end and gains increased defense from utilizing both ends of the weapon for blocking.

Untrained Two Handed, Melee d6
Basic Two Handed, Melee d8, Double Ended d6
Master Two Handed, Melee d8, Double Ended d8
Master Perk You gain +1 weapon AC while wielding this weapon. Additionally, you may use Double Ended when making an opportunity attack, making two attacks instead of one.

Bows and Slings

Weapon Damage Types Untrained Damage Basic Damage Master Damage Weight Gold Cost
Bladed Bow Piercing or Slashing d8 d6, d8 d6 [d6], d8 5 100
Compound Piercing d10 d10 d12 3 500
Greatbow Piercing d10 d10 d12 5 75
Longbow Piercing d8 d8 d10 2 50
Recurve Piercing d8 2d4 2d4 2 150
Shortbow Piercing d6 d6 d8 2 25
Sling Bludgeoning d4 d4 d6 0 0.1
Wrist Shot Bludgeoning or Slashing d4 d6 d6 1 5

Feat: Bow and Sling Master

  • You can twist the bowstring or sling lines, curving your missile's flight path as you release. You ignore all cover and do not need line of sight when you choose to attack a target in normal range. Measure range by tracing a line from you, around obstacles or corners to the target. You may only curve your missile's path up to 90 degrees in a single direction, never S shapes, and you still suffer disadvantage if you can't see your target.
  • When an enemy in your normal range targets you or an ally with a ranged attack, as a reaction you can roll an attack. If your attack is higher than the enemy's attack, the enemy's attack is negated and your ammunition is destroyed. You must choose to use this reaction before you learn if the enemy attack hits or misses.
  • If an enemy misses you with an attack, as a reaction, you can move up to half your movement which does not provoke opportunity attacks.
Bladed Bow

Two curved blades affixed to longbow length limbs. Though not nearly as stout as a quarterstaff due to the flexibility of the bow itself, it is nonetheless an effective way to fight the close enemy. The bladed bow is very specialized and requires dedicated training to be anything but clumsy but in the hands of a master, the blade bow can protect a retreat as easily as it can press a melee attack.

Untrained Two Handed, Ranged d8 (100/500), Awkward, Heavy
Basic Two Handed, Ranged d8 (120/600), Melee d6, Finesse, Heavy
Master Two Handed, Ranged d8 (120/600), Melee d6, Double Ended d6, Finesse, Heavy
Master Perk As a bonus action, you may use the Disengage action.
Compound Bow

About the size of a shortbow, but consisting of two pulleys on steel limbs which allow the user to load exponentially more force than wood. Because of the added mechanical aspect, loading is a bit slower than loading other bows. But, its stopping power punches like a crossbow. A master with the Compound can overdraw the impressive power of the Compound to punch through targets.

Untrained Two Handed, Ranged d10 (100/500), Awkward, Puncture, Reload reaction
Basic Two Handed, Ranged d10 (200/800), Puncture, Reload object interaction
Master Two Handed, Ranged d12 (200/800), Puncture, Reload part of attack
Master Perk Before you roll an attack, you can take -5 to the roll. On hit, you deal +10 damage to your primary target, and normal weapon damage to one other target in a straight line from you that intersects your first, as long as your attack roll would hit your second target's AC as well.

BOWS AND SLINGS
Greatbow

Much taller and stouter than the longbow, easily reaching 6ft-8ft in length and as thick as a quarterstaff. It launches specialized great arrows that are similar in size to a javelin. Due to its size, javelins and ballista bolts can be used as ammunition, but with disadvantage to the attack roll. Greatbow masters have learned to overdraw the stout poundage, sending enemies flying back. You must have a Strength score of at least 13 to wield a Greatbow.

Untrained Two Handed, Ranged d10 (100/500), Awkward, Heavy, Penetrate
Basic Two Handed, Ranged d10 (200/800), Heavy, Penetrate, Trip
Master Two Handed, Ranged d12 (200/800), Heavy, Penetrate, Trip
Master Perk Before you roll an attack, you can take -5 to the roll. On hit, your enemy must succeed on a Strength saving throw or be shoved 10ft in a straight line away from you and knocked prone. Large creatures have advantage on this save, while Huge and bigger creatures are immune. All creatures that are flying have disadvantage on this save. When you score a critical hit, this effect is automatically applied.
Longbow

A larger bow than the shortbow, consisting of 5ft-6ft limbs, thick sinew cording bowstring, and a longer powerstroke. Perhaps a bit cumbersome in close combat and atop a mount, even so, a master archer has learned to steady their aim in any situation, ignoring distractions which may impede accuracy.

Untrained Two Handed, Ranged d8 (100/500), Awkward, Heavy
Basic Two Handed, Ranged d8 (120/600), Heavy
Master Two Handed, Ranged d10 (120/600), Heavy
Master Perk If you suffer disadvantage for any reason, you can use your reaction to attempt a concentration check against DC10 or half your target's AC, whichever is higher. If you succeed, your disadvantage is negated.
Recurve

Usually shorter, in the 3ft-4ft range, but with a longer power stroke than a shortbow of its size. Each limb curves away from the wielder at its ends, effectively loading twice the elastic power into the arrow. Due to the shorter overall size but higher draw, the master can load an extra arrow into the recurve and attack two different targets.

Untrained Two Handed, Ranged d8 (100/500)
Basic Two Handed, Ranged 2d4 (120/600)
Master Two Handed, Ranged 2d4 (120/600)
Master Perk You can loose two arrows at once with the same power. Once on each of your turns when you make a recurve attack, you can make another recurve attack against a different creature that is within 5 feet of the original target and within normal range.
Shortbow

A simple bow about 3ft in length, more suited to close combat, as its smaller size lends itself to agile movement and quick targeting on either side of the body. Masters with the shortbow can make snap shots as quickly as any swordsman reacts to an opening.

Untrained Two Handed, Ranged d6 (60/240)
Basic Two Handed, Ranged d6 (80/320)
Master Two Handed, Ranged d8 (80/320)
Master Perk You may use your reaction to make a ranged opportunity attack when an enemy enters or exits a 5ft radius around you. You do not have disadvantage to ranged weapon attacks if an enemy is within 5ft of you.
Sling

A simple leather cup swung about the body to release a stone with circular momentum. You can launch anything that can fit in the cup; bombs, potions, poisons, even rounded stones, but do so with -1 to the attack. You may also put something into the sling and make a melee attack with it, swinging the weapon like a flail. A master maximizes their power in the throw, and can disable and disorient an enemy with precise shots to the head.

Untrained One Handed, Conceal, Ranged d4 (30/120)
Basic One Handed, Conceal, Disarm, Ranged d4 (30/120)
Master One Handed, Conceal, Disarm, Entangle, Melee d6, Ranged d6 (30/120), Light, Trip
Master Perk Before you roll an attack, you can take -5 to the roll. On hit, the target must succeed on a Constitution saving throw or have disadvantage to attacks until the end of its next turn. When you score a critical hit, this effect is automatically applied
Wrist Shot

Instead of gathering circular momentum, this slingshot uses elastic material to launch anything a sling can without the penalty but also with the added melee capability. A wrist shot is a favorite of smaller folk, more easily able to conceal the weapon and able to make use of ranged attacks with smaller arms and generally weaker stature. Masters with wrist shots can bounce shots around corners and off hard surfaces to attack unseen enemies in cover.

Untrained Two Handed, Ranged d4 (40/160), Awkward
Basic Two Handed, Ranged d4 (40/160), Disarm
Master Two Handed, Ranged d6 (40/160), Disarm
Master Perk As a bonus action, you can target a single enemy in range with a distracting shot. Roll an attack that deals only Dexterity modifier in damage, but if it hits, your ally gains advantage on their next attack roll or ability check against this enemy. If you score a critical hit, your ally gains advantage on all attacks against this enemy until the end of their turn.
BOWS AND SLINGS

Combat Blades

Weapon Damage Types Untrained Damage Basic Damage Master Damage Weight Gold Cost
Bastard Sword Piercing or Slashing d10 d12 d12 (2d6) 4 40
Broadsword Piercing or Slashing d8 2d4 3d4 3 20
Greatsword Piercing or Slashing 2d6 2d8 2d10 5 50
Katana Piercing or Slashing d6 d6(d8) d8(d10) 2 10
Longsword Piercing or Slashing d8 d8 (d10) d10 (d12) 3 15
Montante Piercing or Slashing 2d6 2d6 3d6 5 75
Scimitar Slashing d6 d6 d8 2.5 25
Short Glaive Piercing or Slashing d8 2d4 2d4 4 45

Feat: Combat Blade Master

  • +1 to attack rolls against enemies wielding manufactured melee weapons, such as swords, axes, clubs, etc.
  • On your turn, you can use your reaction to assume a parrying stance. Until your next turn or until your Combat Blade is no longer equipped, you gain a +2 weapon AC against melee weapon or melee spell attacks that targets you.
  • You can spend your reaction to enter a readied stance. While readied, making an opportunity attack does not use your reaction, and you have advantage on all opportunity attacks.
Bastard Sword

The child of the Longsword and the Greatsword, a weapon in length between the two that combines both styles. A master of the Bastard Sword learns to deal greater damage against larger targets like the Greatsword, with deft precision of the tip much like a Longsword.

Untrained Two Handed, Melee d10, Awkward, Heavy
Basic Two Handed, Melee d12, Heavy
Master One Handed, Melee d12, Heavy, Versatile 2d6
Master Perk Your critical hit range is 19-20 while wielding with two hands, unless it is 18-20. Against category size Large and larger enemies, your damage is 2d8(2d10) instead of d12(2d6).
Broadsword

True broadswords have a wider, thicker blade to add power to the cut, and often have a single edge to give more weight to the blade to perform more like an axe in the strike. Examples include the Falchion, Messer, Seax, or Chinese Dadao. A master learns to strike through targets with a point of percussion, dealing more damage to soft targets.

Untrained One Handed, Melee d8, Awkward
Basic One Handed, Melee, 2d4, Penetrate
Master One Handed, Melee 3d4, Penetrate
Master Perk When you score a critical hit or reduce a creature to 0 hit points, you can make another attack to another target within 5ft, as part of the same action. This effect can happen multiple times as long as the criteria are met.

COMBAT BLADES
Greatsword

Often as tall as its wielder, spanning in the 5ft-6ft range with a 2ft handle and a lengthy, wide blade. The long blade, lengthy handle, and added weight make the greatsword one of the most damaging melee weapons in use, and can easily dispatch larger monsters with ease. A master finds the greatest weapon to use against a large enemy is the greatsword.

Untrained Two Handed, Melee 2d6, Awkward, Heavy
Basic Two Handed, Melee 2d8, Heavy
Master Two Handed, Melee 2d10, Heavy
Master Perk Against category size Large and larger enemies, your damage is 2d12, instead of 2d10.
Katana

A single edged, slightly curved sword with a minimal guard called a tsuba and a longer handle than western or middle eastern swords, made famous in Japan. The longer handle and curved edge provide different leverage and more effective deflections. A master can dual wield with a Katana deflecting two attacks, or with two hands to a single katana, deflect even powerful blows with ease.

Untrained Two Handed, Melee d6, Awkward
Basic One Handed, Melee d6, Finesse, Light, Versatile d8
Master One Handed, Melee d8, Deflect, Finesse, Light, Versatile d10
Master Perk While wielding this weapon with two hands, your deflect dice becomes 2d10. With one hand, you may add your proficiency bonus to your deflect rolls.
Longsword

A multipurpose cutting and thrusting weapon, with a wide guard for dueling, heavy pommel for balance, guard hooks for trapping, and a fine, rapier point. Generally, the blade is between 3ft-4ft, with a 10"-12" handle. Favored by spellblades for its ease of use in one hand or two, masters learn to become more accurate with the point, and with increased pommel weight of this weapon, learn devastating blows and critical strikes.

Untrained Two Handed, Melee d8, Awkward
Basic One Handed, Melee d8, Disarm, Versatile d10
Master One Handed, Melee d10, Disarm, Finesse, Versatile d12
Master Perk Your critical hit range is 19-20 unless it is 18-20, and while wielding with two hands, this weapon gains Finesse and your critical hit range is 18-20.
Montante

A type of greatsword made famous by western Europeans, prized for its reach and seen as the perfect weapon against multiple assailants. It is similar in length to a polearm, has similar reach and can even use similar techniques thanks to a smaller handle above the crossguard called a ricasso, and forward parrying hooks for easy defense without ever exposing one's hands. The master has learned the famous protection technique, keeping the blade moving about them at all times to be dangerous from all sides while surrounded.

Untrained Two Handed, Melee 2d6, Awkward, Heavy
Basic Two Handed, Melee 2d6, Heavy, Reach
Master Two Handed, Melee 3d6, Heavy, Reach
Master Perk You can use your reaction to enter a defensive stance, negating any flanking bonus or ability any enemy might have for flanking you or having the enemy's ally near you, such as pack tactics or sneak attack.
Scimitar

A single-handed curved sword, similar in dimension to the longsword but with a single-handed handle and generally more weight in the blade than the pommel. But, unlike the longsword, the scimitar gets its agility from being single handed and its power from a curved, tip heavy blade. The master makes full use of a charge to make sweeping draw cuts that can devastate a waiting enemy.

Untrained One Handed, Melee d6, Awkward
Basic One Handed, Melee d6, Finesse, Light
Master One Handed, Melee d8, Deflect, Finesse, Light
Master Perk If you travel at least 20ft, your next attack's damage deals an additional d8 damage. To deal this extra damage again, you must travel another 20 feet. When you score a critical hit, this weapon also deals an additional d8 damage.
Short Glaive

A glaive weapon with a shorter handle, usually in the range of length of a greatsword, but much lighter as the metal blade is smaller and more than half of the weapon is wooden haft. A short glaive is favored among elven armies as an effective long weapon that is both heavy hitting and light enough to use with finesse. Masters of the short glaive find the weapon is lightning fast; quickly taking advantage of an enemy's miss and turning it into an opening for themselves.

Untrained Two Handed, Melee d8, Awkward
Basic Two Handed, Melee 2d4, Finesse, Lunge
Master Two Handed, Melee 2d4, Brace, Finesse, Lunge
Master Perk If an enemy misses you with a melee attack, you can use your reaction to make a melee attack against that enemy, provided you can see it.
COMBAT BLADES

Crossbows

Weapon Damage Types Untrained Damage Basic Damage Master Damage Weight Gold Cost
Blowgun Piercing d1 d2 d2 1 1
Hand Crossbow Piercing d6+1 d6+1 d6+1 2 75
Heavy Crossbow Piercing d10+3 d10+3 d10+3 8 50
Hidden Crossbow Piercing d4 d4 d4 1 150
Light Crossbow Piercing d8+2 d8+2 d8+2 5 50
Mauler Piercing 3d4 3d4 3d4 6 100
Portable Ballista Piercing d12+4 d12+4 d12+4 15 1500
Spinner Slashing 2d4 2d4 2d4 2 100

Feat: Crossbow Master

  • If a target is within 10ft of you, you can choose another target within your crossbow's normal range in a straight line from you through your first target to the second. If you hit the closer target, you can roll to attack the further target, hitting both targets with the same shot.
  • Being within 5ft of a hostile creature does not impose disadvantage on your ranged weapon attack rolls.
  • When you have advantage on an attack, you may roll 3d20, instead of 2. If you benefit from any other effect which allows you to reroll attack rolls, you must choose only one effect to apply.
Reload Times

Remember reload times from fastest to slowest: part of attack, object interaction, reaction, bonus, attack, action.

Also remember you can reload with any action slower than what is listed, e.g. if you can reload with a reaction, you can choose to instead reload with a bonus action, attack, or action.

Blowgun

A forearm length tube used to launch a
needle dart by blowing into it. The dart
is too small to deal serious damage,
but can be a silent vehicle for poison.
If you make an attack while hidden and
miss, your location is not revealed. A
master uses the art of the flying viper,
shooting two darts at once, and reloading with a single hand.

Untrained One Handed, Ranged d1 (25/40), Awkward. Reload object interaction
Basic One Handed, Ranged d2 (25/100), Reload
part of attack, Light
Master One Handed, Ranged d2 (25/100), Light, Reload part of attack, Light
Master Perk You can load two darts and launch them
both at the same target. Only 1 dart
gains your ability modifier to damage,
but each dart can deliver a poison or
other payload.
Hand Crossbow

A hand drawn bow on a pistol grip released with a trigger. The prods are weaker than most other crossbows, and can only launch the bolt a short distance, but being able to pull the drawstring back without mechanical assistance means it can be reloaded very quickly. A master can reload one-handed, using hook points on the bolt case to draw and load a bolt in one smooth motion, enabling them to dual wield hand crossbows if they wished.

Untrained One Handed, Ranged d6+1 (20/60), Light, Reload reaction
Basic One Handed, Ranged d6+1 (30/120) Light, Reload object interaction
Master One Handed, Ranged d6+1 (30/120) Light, Reload part of attack
Master Perk Can be reloaded with one hand. As a bonus action, you can make an attack with this weapon if you haven't used this weapon for an off-hand attack or held your action for an attack.

CROSSBOWS
Heavy Crossbow

A large crossbow with steel prods, loading over a thousand pounds of force to allow it to punch targets like a knight's lance. Because of this power, you must prime a heavy crossbow by turning a winch to draw the string back. A master arbalist uses the crossbow's power to knock hard targets prone.

Untrained Two Handed, Ranged d10+3 (50/200), Heavy, Puncture, Reload action
Basic Two Handed, Ranged d10+3 (100/400), Heavy, Puncture, Reload attack, Trip
Master Two Handed, Ranged d10+3 (100/400), Heavy, Puncture, Reload bonus, Trip
Master Perk Before you roll an attack, you can take -5 to the roll. On hit, your enemy must succeed on a Strength saving throw or be knocked prone. Category Large creatures gain advantage on this save and larger creatures are immune. On a critical hit, this effect is automatically applied.
Hidden Crossbow

This mechanical, wrist-mounted crossbow is similar to a hidden blade. It can be reloaded with one hand, which must be the opposite hand it is equipped to. You do not suffer disadvantage to attack when an enemy is within 5ft of you. The master can launch a bolt in melee at the slightest distraction.

Untrained One Handed, Ranged d4 (10/30) Affixed, Awkward, Conceal, Light, Reload attack
Basic One Handed, Ranged d4 (20/40) Affixed, Conceal, Light, Reload bonus
Master One Handed, Ranged d4 (30/60) Affixed, Conceal, Light, Reload reaction
Master Perk If an enemy misses you with an attack, you can use your reaction to make a ranged attack against it.
Light Crossbow

A simple, wooden crossbow holding the same power as a longbow, drawn by pulling a lever. A master learns to move and shoot so efficiently he can reflexively shoot moving targets at melee range, threatening the area near them as if he had a melee weapon.

Light Crossbows can be made into Repeating Crossbows which holds 6 crossbow bolts and costs 300gp. As long as it holds bolts, you can reload it by pulling the reloading lever (part of the attack action). As an action, you can reload 6 more bolts into the case. Larger cases holding more bolts can be made by a skilled bowyer.

Untrained Two Handed, Ranged d8+2 (40/200), Reload attack
Basic Two Handed, Ranged d8+2 (80/320), Reload reaction
Master Two Handed, Ranged d8+2 (80/320), Reload object interaction
Master Perk You may use your reaction to make a ranged opportunity attack when an enemy enters or exits a 10ft radius around you.
Mauler

Two crossbows mounted in an X shape to a tiller which hold three bolts. Even with four prods, the bolts fly with less power than a hand crossbow and don’t group well at distance, but has incredible stopping power up close. Masters group the bolts at weak points with devastating effect.

Because the bolts spread over distance, the damage is only 1d4 on medium or smaller size targets outside normal range, as only the top bolt is on target. All three bolts hit Large and larger creatures at any range.

Untrained Two Handed, Ranged 3d4 (20/50) Awkward, Puncture, Reload action
Basic Two Handed, Ranged 3d4 (30/60), Puncture, Reload attack
Master Two Handed, Ranged 3d4 (40/80), Puncture, Reload bonus
Master Perk If you reroll any dice with the Puncture property, instead roll a d6 instead of a d4. If you roll a 5 or 6, you can roll another dice as if you rolled a 4 on your original d4
Portable Ballista

This small siege weapon is slow to reload with an enormous crannequin but the punch is worth the wait. It provides several thousand pounds of force to a javelin. Masters use flanking surfaces to pin a target with ease.

A deployable stand can be purchased for 150g. As an action, the weapon is mounted to the stand and can no longer be moved until it is unmounted with another action. While mounted, it can be reloaded as an object interaction.

Untrained Two Handed, Ranged d12+4 (150/400), Awkward, Entangle, Heavy, Puncture, Reload action, Trip
Basic Two Handed, Ranged d12+4 (150/600), Heavy, Entangle, Puncture, Reload attack, Trip
Master Two Handed, Ranged d12+4 (150/600), Heavy, Entangle, Puncture, Reload bonus, Trip
Master Perk The crossbow mastery two-target range is 50ft. Additionally, your Entangle attacks add the restrained condition if successful, as you pin your target surrounding terrain features.
Spinner

This gnomish invention launches discus blades with internal mechanisms instead of prods. It holds 10 blades, reloading as part of the attack. When depleted, as an action you reload 10 more. Masters can attack several targets at once by expertly planning their ricochet path.

Untrained Two Handed, Ranged 2d4 (20/60), Disarm
Basic One Handed, Ranged 2d4 (30/120), Disarm, Light
Master One Handed, Ranged 2d4 (30/120), Disarm, Light
Master Perk As an action, you roll a single attack with a -5 penalty, but may hit your choice of all targets within a 5ft radius in your normal range.
CROSSBOWS

Dueling Blades

Weapon Damage Types Untrained Damage Basic Damage Master Damage Weight Gold Cost
Dagger Piercing or Slashing d4 d4 d4 1 2
Kukri Slashing d4 d6 d6 2 3
Rapier Piercing or Slashing d6 d8 d8 2 25
Saber Piercing or Slashing d6 d8 2d4 2 35
Sai Piercing d4 d4 d4 1 5
Shortsword Piercing or Slashing d6 d6 d8 2 10
Sickle Piercing or Slashing d4 d4 d6 2 1
Smallsword Piercing d6 d6 d6 1 30

Feat: Dueling Blade Master

  • +1 to deflect rolls.
  • If a creature within 5ft of you takes an attack action against another creature other than you, you may use your reaction to roll a melee attack against that creature.
  • On your turn, as a reaction, you can choose a single target. Until the start of your next turn, your weapon gains the Deflect property, and can deflect all attacks the chosen target makes against you as part of the same reaction.
Dagger

Any blade about forearm length and smaller can be called a dagger, and there are as many styles of daggers as there are cultures in existence. Nearly all daggers are weapons of opportunity, but some devote their lives to the style. The master can make blindingly fast attacks even while they
focus their attention elsewhere.

Untrained One Handed, Melee d4, Finesse, Light
Basic One Handed, Melee d4, Conceal,
Finesse, Light, Thrown (20/60)
Master One Handed, Melee d4, Conceal, Finesse, Light, Thrown (20/60)
Master Perk As a bonus action, you can make an attack with this weapon if you haven't used this weapon for an off-hand attack or held your action for an attack.
Kukri

A forward curved dagger with a cutting edge on the inside, performing more like a handaxe than a finesse blade. The Kukri is a weapon of strength over finesse, but the master uses its cutting edge to ruthless effect.

Untrained One Handed, Melee d4, Light, Thrown (20/60)
Basic One Handed, Melee d6, Light, Thrown (40/80), Trip
Master One Handed, Melee d6, Disarm, Light, Thrown (40/120), Trip
Master Perk Reroll 1s when you roll damage for this weapon or any attachers. When you hit with a trip attack, your target's speed is reduced by 10ft. It may attempt a Constitution saving throw at the end of its turn, ending the effect on success.

DUELING BLADES
Rapier

A 3ft-4ft, thin, tapered sword with a wide guard and extra weight in the handle for maximum control with the tip. Rapiers are prized as the pinnacle of finesse, and the ideal duelist weapon among fencers and warriors alike. Masters with this blade are truly the masters of the duel with unmatched reach, accuracy, deflection and parrying capability.

Untrained One Handed, Melee d6, Awkward
Basic One Handed, Melee d8, Finesse, Light, Puncture
Master One Handed, Melee d8, Deflect, Finesse, Light, Lunge, Puncture
Master Perk If you are wielding a rapier and nothing in your off hand, you can add d4 to your damage and deflect rolls. If you are wielding a light weapon, instead add +1 to weapon AC.
Saber

Slightly curved, single-edged, one-handed weapons often with a basket hilt and no counterweight, allowing expert deflections off the curve and increased defense of the hand. Examples include the cavalry saber, shamshir, and officer’s sword. The master finds the saber’s curve and basket hilt offer defense unmatched among other dueling blades.

Untrained One Handed, Melee d6, Awkward
Basic One Handed, Melee d8, Deflect, Finesse
Master One Handed, Melee 2d4, Deflect, Finesse, Light
Master Perk If an enemy hits you with a melee weapon attack, you can use your reaction to add your proficiency to your weapon AC against that attack, potentially causing the attack to miss you. If you are dual wielding a saber in your off hand, you may instead use this ability against ranged weapon attacks as well.
Sai

A dagger sized weapon made famous in Okinawa, which consists of a sharpened metal rod with two forward swept, elongated prongs as a guard, making it easy to block and trap enemy weapons, but this template can be used for any parrying dagger designed primarily to block. Since only the tip is sharpened, the sai suffers from damage capability and versatility, but is easily the best light weapon for the duelist looking for added versatility and protection. The master uses the parrying prongs to disarm blindingly fast, and even gains passive protection from their stance.

Untrained One Handed, Melee d4, Awkward, Light
Basic One Handed, Melee d4, Conceal, Deflect, Finesse, Light
Master One Handed, Melee d4, Conceal, Deflect, Disarm, Finesse, Light
Master Perk You gain +1 weapon AC if you are wielding a Sai in your off hand. If an enemy misses you with a melee attack, as a reaction you can force this enemy to succeed on its choice of Strength or Dexterity saving throw, or drop the weapon it used to miss you with.
Shortsword

Much like daggers, there are as many shortswords in the world as there are cultures who produced them. In general, they describe swords between 2ft-3ft in length, one-handed hilts, double and single edged and with a stabbing or curved point. Examples include weapons like a norseman seax, cutlass, gladius, kopis, machetes, messers... among many, many others. Their wide versatility and varied design mean that a master can find the perfect form to increase the damage they are able to impart.

Untrained One Handed, Melee d6, Finesse, Light
Basic One Handed, Melee d6, Finesse, Light
Master One Handed, Melee d8, Finesse, Light
Master Perk When you have advantage on the attack, you can roll damage twice and take the better result, including any attachers.
Sickle

A short, crescent-shaped blade with the cutting edge on the inside of the curve, derived from the farming tool designed to harvest plants. While perhaps not originally intended for dueling, many a peasant has had to learn to protect themselves with the sickle, leading to a variety of dueling styles devoted to using the tool. A master with the sickle has learned to reach and grab with every attack and deal gruesome hamstring attacks which cripple.

Untrained One Handed, Melee d4, Light, Puncture, Trip
Basic One Handed, Melee d4, Entangle, Light, Puncture, Trip
Master One Handed, Melee d6, Entangle, Light, Puncture, Trip
Master Perk When you hit with an entangle attack, you deal full weapon damage instead of only your Strength modifier. If your enemy breaks free, it suffers -10ft to its speed until it succeeds on a Constitution saving throw at the end of its turn.
Smallsword

A small, needle-like blade with a narrow profile and a fine tip, often given a pistol grip and a dome shaped guard to protect the hands while thrusting. The smallsword can fit between any gaps in armor, any sliding plates of plate mail, or even between rings of chainmail, making it a serious threat to even the most armored knight in the hands of a master duelist. The master has such control and pose that any distraction or detriment can be ignored with enough focus on the target.

Untrained One Handed, Melee d6, Awkward, Finesse
Basic One Handed, Melee d6, Finesse, Light, Penetrate, Puncture
Master One Handed, Melee d6, Finesse, Light, Lunge, Penetrate, Puncture
Master Perk If you have advantage on your attack, you may add a d4 to your attack roll. If you have disadvantage on your attack, you may spend your bonus action to roll your choice of athletics or acrobatics to negate the disadvantage. The DC is equal to your target's AC.
DUELING BLADES

Firearms

Weapon Damage Types Untrained Damage Basic Damage Master Damage Weight Gold Cost
Arquebus Piercing 2d10+5 2d10+5 2d12+5 10 750
Blunderbuss Piercing 2d8+5 2d8+5 2d10+5 5 300
Firelance Fire or Piercing d8/d8 d10/d12 d12/2d8 5 200
Gunblade Piercing or Slashing d6+5/d6 d6+5/d8 d6+5/2d4 3 450
Hand Cannon Piercing 2d6+5 2d6+5 2d8+5 3 250
Pepperbox Piercing d4+5 d4+5 d4+5 1 1500
Portable Cannon Bludgeoning 2d10 3d10 4d10 12 1000
Wrist Rocket Fire d4 2d4 3d4 3 150

Feat: Firearm Master

  • You dry or clear a jam from a Firearm as a bonus action.
  • One Handed Firearms become Melee d6 weapons, while Two Handed Firearms become Melee d8 weapons. When you reload, as a bonus action, you can make an attack with any weapon you are wielding, not just firearms.
  • You can roll damage twice and take the best result with any firearm.
Arquebus

A muzzle loaded long musket that fires lead balls. As a bonus action, you can set the weapon into the monopod, removing disadvantage for attack rolls at long range. As a bonus action, you arm the bayonet, giving the weapon Melee d12, but you suffer disadvantage with all ranged attacks.

Untrained Two Handed, Ranged 2d10+5 (300/900) Awkward, Firearm, Heavy, Penetrate, Puncture, Reload action
Basic Two Handed, Ranged 2d10+5 (300/900), Heavy, Firearm, Penetrate, Puncture, Reload attack
Master Two Handed, Ranged 2d12+5 (300/900), Heavy, Firearm, Penetrate, Puncture, Reload attack
Master Perk You can arm the bayonet with an object interaction, and the arquebus becomes a pike you wield with master training.
Blunderbuss

A flared, muzzle loaded, short musket which uses shot; a pack of small pellets. If an enemy is within 5ft of you, the weapon gains Penetrate. If two targets are within 5ft of one another and at least 30ft away from you, you can roll to attack both targets. A master overpacks his weapon to blast foes to the ground.

Untrained Two Handed, Ranged 2d8+5 (40/60), Awkward, Firearm, Reload action, Trip
Basic Two Handed, Ranged 2d8+5 (40/60), Firearm, Reload attack, Trip
Master Two Handed, Ranged 2d10+5 (40/60), Firearm, Reload attack, Trip
Master Perk On hit, a target within 15ft must succeed on a Strength saving throw or be pushed back 5ft.

FIREARMS
Gunblade

A single edged sword with a barrel built into the spine. It has a pistol grip handle and a trigger hidden in the guard, but other variations of gunblade may exist, such as a gun axe or gun spear, which all use these properties. A master can seamlessly use the blade and bullets of a gunblade.

Untrained One Handed, Ranged d6+5 (30/120), Melee d6, Awkward, Finesse, Firearm, Reload action
Basic One Handed, Ranged d6+5 (40/160), Melee d8, Finesse, Firearm, Reload attack
Master One Handed, Ranged d6+5 (50/200) Melee 2d4, Finesse, Firearm, Reload attack
Master Perk If you take the attack action and make a melee attack, you can use your bonus action to use this weapon's ranged attack. If you take the attack action and make a ranged attack, you can use your bonus action to use this weapon's melee attack.
Hand Cannon

A smooth bore, muzzle loaded, short range firearm that uses lead ball as ammunition, but the smaller barrel diameter and shorter length allows this weapon to be fired in melee. You do not suffer disadvantage to attack rolls with this weapon against an enemy within 5ft of you. A master learns to shoot from the hip, even while distracted or performing other tasks.

Untrained One Handed, Ranged 2d6+5 (200/600) Awkward, Firearm, Puncture, Reload action
Basic One Handed, Ranged 2d6+5 (200/600), Firearm, Light, Puncture, Reload attack
Master One Handed, Ranged 2d8+5 (200/600), Firearm, Light, Puncture, Reload attack
Master Perk As a bonus action, you can make an attack with this weapon if you haven't used this weapon for an off-hand attack or held your action for an attack.
Firelance

This hollow-tipped lance is packed with gunpowder normally, but can be filled with other substances, such as poison, acid, or even alchemist fire. You squeeze a plunger to release the contents or ignite the gunpowder. The ranged attack is a 15ft cone, attacking all targets caught in the blast, but only one target you choose takes your ability modifier in damage. A master sweeps the fire in an arc, spreading the contents in a tight ring.

Untrained Two Handed, Ranged d8 (15ft cone) Melee (d8), Awkward, Firearm, Reload action
Basic Two Handed, Ranged d10 (15ft cone), Melee (d12), Firearm, Reload attack
Master Two Handed, Ranged d12 (15ft cone), Melee (2d8), Firearm, Reload attack
Master Perk As an action, you sweep the lance around you, forcing all targets within 10ft to succeed on a Dexterity saving throw or suffer 2d4 fire damage.
Pepperbox

A concealable firearm with bullets that fill two barrels on a swivel, firing twice before reloading. More barrels may be added by a master smith, but the weapon loses its conceal property and each added barrel increases the misfire range by 1. You do not suffer disadvantage to attack rolls with this weapon against an enemy within 5ft of you. The master can unload a hail of gunfire at close range by firing all barrels within seconds.

Turning the swivel requires an object interaction. As an action you reload two barrels.

Untrained Two Handed, Ranged d4+5 (30/120) Awkward, Firearm, Light, Reload action
Basic One Handed, Ranged d4+5 (30/120), Conceal, Firearm, Light, Reload action
Master One Handed, Ranged d4+5 (30/120), Conceal, Firearm, Light, Reload action
Master Perk As an action you fire all barrels at once, ignoring Reload and rolling an attack for each loaded barrel. The weapon is destroyed if you roll a 1.
Portable Cannon

This smaller cannon fires smaller iron balls than mounted varieties. If you miss, your cannonball makes an attack against the enemy where it lands with disadvantage, and deals only d10 damage. At least 15 Strength is required to wield the Portable Cannon. A master overpacks the cannon for a powerful concussive blast.

Untrained Two Handed, Ranged 2d10 (100/400) Awkward, Firearm, Heavy, Launch, Reload action, Stagger
Basic Two Handed, Ranged 3d10 (200/800), Firearm, Heavy, Launch, Reload action, Stagger
Master Two Handed, Ranged 4d10 (300/1200), Firearm, Heavy, Launch, Reload action, Stagger
Master Perk Overpacking the cannon with only gunpowder, the master holds tight and forces all enemies in a 15ft cone to succeed on a Strength saving throw or be pushed back 5ft or knocked prone. If the cannon misfires while performing this, it is destroyed.
Wrist Rocket

A bracer shaped to ignite a gunpowder compartment, but which can be filled with other substances similar to a firelance. The ranged attack is a 15ft line 5ft wide, attacking all targets caught in the blast, but only one target you choose takes your ability modifier in damage. The master can deploy the fire at a moment's opportunity.

Untrained One Handed, Ranged d4, Awkward, Affixed, Conceal, Firearm, Light, Reload action
Basic One Handed, Ranged 2d4, Affixed, Conceal, Firearm, Light, Reload attack
Master One Handed, Ranged 3d4, Affixed, Conceal, Firearm, Light, Reload attack
Master Perk If an enemy misses you with an attack, as a reaction you can roll a ranged attack against that enemy alone.
FIREARMS

Flails and Whips

Weapon Damage Types Untrained Damage Basic Damage Master Damage Weight Gold Cost
Double Flail Bludgeoning and Piercing 2d4 2d4(2d6) 2d6(2d8) 7 20
Light Flail Bludgeoning and Piercing d4 d6 d6 3 8
Heavy Flail Bludgeoning and Piercing d8 d8 (d10) d8 (d10) 5 10
Pole Flail Bludgeoning and Piercing d10 d10 d10 10 25
Meteor Hammer Bludgeoning d4 d4 d4 3 5
Nunchaku Bludgeoning d4 d4 d4 1 1
Whip Slashing d2 d4 d6 1 2
Chain Sword Piercing or Slashing d6(d8)/d4 d8(d10)/d6 d8(d10)/d6 3 250

Feat: Flail and Whip Master

  • +1 to weapon DC.
  • As a bonus action, you add +2 to attack against an enemy for this turn, as you sweep around the shield or guard.
  • When you hit with an opportunity attack, the foe must succeed on a Strength saving throw or be knocked prone.
  • You gain advantage on any attack made to attempt a Trip, Disarm, or Entangle, and if both dice rolls would have hit, the enemy takes full damage as if you attacked them normally in addition to needing to make the save.
Double Flail

Two flail heads, each with a separate chain attached to a single handle, whether they are attached at opposing ends, or attached at the same end. The Double flail is a difficult weapon to use effectively, and only the master really gets use out of individual heads, turning a potential miss into a new opportunity.

Untrained Two Handed, Melee 2d4, Awkward, Heavy
Basic One Handed, Melee 2d4, Heavy, Versatile 2d6
Master One Handed, Melee 2d6, Heavy, Trip, Versatile 2d8
Master Perk When you suffer disadvantage but one dice would have hit, you deal 1 of the weapon's damage dice plus your Strength modifier,
even though this still counts
as a miss. If you
have advantage
and both dice hit,
add your Strength
modifier twice to the
damage total.
Light Flail

The familiar 2lb spiked ball at the end of a length of chain, attached to a short iron or wooden haft usually similar in length to a handaxe. The light flail sees lightning fast attacks turned into a great boon for the master, carrying the weapons speed and momentum into another attack if they miss.

Untrained One Handed, Melee d4, Light, Trip
Basic One Handed, Melee d6, Disarm, Light, Trip
Master One Handed, Melee d6, Disarm, Light, Trip
Master Perk If you miss with an attack, you may use your reaction to make one extra attack as part of the same action.

FLAILS AND WHIPS
Heavy Flail

A large spiked metal bar like the end of a morningstar, which is attached by means of chain or swivel to a long handle, allowing one or two handed usage. The heavy flail is a fantastic anti-armor weapon, with both the ability to penetrate, and increased leverage with two hands. In the hands of a master, resisting the wrapped chain about one's legs or arms still carries the weight of the heavy spiked ball into another attack

Untrained Two Handed, Melee d8, Awkward, Heavy, Penetrate
Basic One Handed, Melee d8, Entangle, Heavy, Penetrate, Versatile d10
Master One Handed, Melee d8, Disarm, Entangle, Heavy, Penetrate, Trip, Versatile d10
Master Perk If your enemy succeeds on their save against your disarm, entangle, or trip attack, you can make an attack as part of the same action.
Pole Flail

A pole weapon of hafted reach, though instead of an axe or blade, there is the spiked bar of the heavy flail at the end of a chain. The pole flail is primarily designed for field warfare, though the master learns to bind and wrap his opponents with control, disrupting their battle tactics with ease.

Untrained Two Handed, Melee d10, Awkward, Heavy, Reach
Basic Two Handed, Melee d10, Heavy, Reach, Trip
Master Two Handed, Melee d10, Entangle, Heavy, Reach, Trip
Master Perk Before you roll an attack, you can take -5 to the roll. On hit, your enemy cannot use reactions until the start of your next turn.
Meteor Hammer

A spherical or conical weight attached to a 15-foot rope or chain. Used as a more brutal form of a rope dart, the meteor hammer is capable of using circular movement to strike or bind, and using explosive lunges to strike at a distance. A master can twirl the weapon around them with varying angles and speed to strike any foe who enters their reach from any direction.

Untrained Two Handed, Melee d4, Awkward, Finesse, Lunge, Reach
Basic Two Handed, Melee d4, Entangle, Finesse, Lunge, Reach
Master Two Handed, Melee d4, Disarm, Entangle, Finesse, Lunge, Reach, Trip
Master Perk As an action, you begin twirling the hammer around you in a 10ft radius. Until the start of your next turn, any creature of your choice which starts its turn or which enters this space must succeed on a Dexterity save or take d4 plus your choice of Strength or Dexterity modifier in bludgeoning damage.
Nunchaku

Made famous in Okinawa, the nunchaku is two rods bound by a rope. By whipping around the body, the master can make dizzyingly fast attacks.

Untrained One Handed, Meleed d4, Conceal, Finesse
Basic One Handed, Melee d4, Conceal, Entangle, Finesse, Light, Trip
Master One Handed, Melee d4, Conceal, Double Ended d4, Entangle, Finesse, Light, Trip
Master Perk You can treat this weapon as if it is Double Ended even while wielding it in one hand. If you dual wield nunchaku, you may make two Double Ended attacks with the same bonus action. If you wield only one, you gain Disarm.
Whip

The whip is treated as a melee weapon with 15ft reach. You can use a whip to grasp unattended small objects, or any reasonable handhold within range and if possible, you can pull the object to you. A whip master has such control over his grasping whip, he can manipulate objects at will.

Untrained One Handed, Melee d2, Awkward, Finesse
Basic One Handed, Melee d4, Disarm, Finesse, Reach (15ft)
Master One Handed, Melee d6, Disarm, Entangle, Finesse, Light, Reach (15ft), Trip
Master Perk When you disarm any creature, you choose to place the item anywhere in your reach, or use your reaction to catch it. An item in your reach that can be grabbed with the whip can be placed anywhere else in your reach.
Chain Sword

A chain sword can be either a sword or a bladed whip. As a bonus action, you change between the forms of your weapon. As a sword, it is similar to a longsword. As a whip, it gains reach, utility, and a target entangled by you takes your weapon's damage. A master can quickly change between forms as needed to attack enemies near their entangled prey.

Sword Form
Untrained One Handed, Melee d6, Awkward, Versatile d8
Basic One Handed, Melee d8, Finesse, Versatile d10
Master One Handed, Melee d8, Lunge, Finesse, Versatile d10
Master Perk You may change between weapon forms freely, which is how you get the lunge property.
Whip Form
Untrained One Handed, Melee d4, Awkward, Reach
Basic One Handed, Melee d6, Entangle, Finesse, Reach
Master One Handed, Melee d6, Entangle, Finesse, Reach
Master Perk While an enemy is entangled, you can still attack your entangled enemy, or any target within 5ft of it.
FLAILS AND WHIPS

Hammers and Picks

Weapon Damage Types Untrained Damage Basic Damage Master Damage Weight Gold Cost
Light Hammer Bludgeoning d6 d6 d6 2 2
War Hammer Bludgeoning d8 d8 (d10) d10 (d12) 3 15
Maul Bludgeoning d12 2d6 2d8 12 10
Lucerne Bludgeoning or Piercing 2d6 2d6 2d6 8 25
Light Pick Piercing d4 d4 d6 1 2
Wall Pick Piercing d4 d4 d6 1 3
War Pick Piercing d8 d8 d10 2 15
Stiletto Piercing d4 d4 d4 1 10

Feat: Hammer and Pick Master

  • +1 to attack against enemies wearing heavy armor or wielding a shield.
  • Whenever you have advantage on attacks and both dice would hit, you knock the target prone or shove them 5ft.
  • Whenever you have disadvantage on attacks and at least one roll would have hit but the other misses, you can deal your Strength modifier in weapon damage to the target. This still counts as a miss.
Light Hammer

A short-handled hammer about the size of a handaxe and just as balanced for throwing. While a mace may shred armor, a hammer delivers precise blows that weaken the enemy, and a master can disorient the opponent for follow up attacks.

Untrained One Handed, Melee d6, Thrown (10/40) Awkward, Light
Basic One Handed, Melee d6, Thrown (20/60) Light
Master One Handed, Melee d6, Thrown (20/60) Light
Master Perk Before you roll an attack, you can take -5 to the roll. On hit, your enemy must succeed on a Constitution saving throw or suffer disadvantage to all Strength and Dexterity
saving throws until the start of its next turn.
On a critical hit, this effect is applied automatically.
War Hammer

Historically a lightweight, long-handled weapon around 3ft-4ft in length, designed to damage armored enemies. The small, pronged hammer head is often backed with a military pick or different style of face. A master of the warhammer carries momentum into each attack to send foes reeling.

Untrained One Handed, Melee d8, Awkward, Penetrate, Stagger
Basic One Handed, Melee d8, Penetrate, Stagger, Versatile d10
Master One Handed, Melee d10, Penetrate, Stagger, Versatile d12
Master Perk If you move at least 10 ft before making an attack, you gain +5 bonus to the attack's damage roll and your shove attacks knock foes 10 ft and prone instead of 5 ft or prone.

HAMMERS AND PICKS
Maul

A massive weapon near the size of a greataxe with an immensely weighted head. Mauls always gain advantage when rolling an attack to destroy an object. The weapon’s weight adds to its damage, and the master finds he can use the weapon’s mass to smash foes to the ground or send them flying.

Untrained Two Handed, Melee d12, Awkward, Heavy, Stagger, Penetrate
Basic Two Handed, Melee 2d6, Heavy, Penetrate, Stagger, Trip
Master Two Handed, Melee 2d8, Heavy, Penetrate, Stagger, Trip
Master Perk Any time you hit a target, you can choose to move it up to 5ft in any direction in an unoccupied space, as long as the target is not more than one size category bigger than you
Lucerne

A pole mounted, pronged hammer head for crushing blows on one side and a vicious hooking spike head for piercing and peeling armor on the other. The long haft allows the wielder to put devastating force behind the blows of this weapon. Lucerne masters learn to destroy shields and armor with relative ease.

Untrained Two Handed, Melee 2d6, Awkward, Brace, Heavy, Penetrate, Puncture, Reach, Stagger
Basic Two Handed, Melee 2d6, Brace, Heavy, Penetrate, Puncture, Reach, Stagger, Trip
Master Two Handed, Melee 2d6, Brace, Heavy, Penetrate, Puncture, Reach, Stagger, Trip
Master Perk As an action, you roll an attack to destroy the shield or armor worn by the enemy. On a hit, your enemy must succeed on a Dexterity saving throw or their AC is reduced by 2. If they succeed on this save, they instead take damage.
Light Pick

A long, thin pick, mounted to a 18"- 24" haft, capable of precise, targeted piercing attacks that punch through armor with ease. Though not as stout as a war pick, the light pick allows more agile maneuvers, as well as balanced throwing. A master has learned to look for the perfect opening, placing the pick into soft targets in armor or between plates where armor is lacking.

Untrained One Handed, Melee d4, Thrown (10/40) Finesse, Light, Penetrate, Puncture
Basic One Handed, Melee d4, Thrown (20/60) Finesse, Light, Penetrate, Puncture, Trip
Master One Handed, Melee d6, Thrown (20/60), Finesse, Light, Penetrate, Puncture, Trip
Master Perk You may use your Dexterity modifier in place of your Strength modifier for Penetrate.
Wall Pick

Similar in size to the light pick, with a longer, hooked spike to aid in climbing. In combat, the hook is used to grapple or disarm enemies while still able to puncture and pierce armor. A wall pick gives you advantage on climb checks and you can climb onto creatures any size category bigger than you. The master can grapple a foe as easily as they latch onto a wall.

Untrained One Handed, Melee d4, Thrown (10/40) Awkward, Penetrate
Basic One Handed, Melee d4, Thrown (20/60) Entangle, Light, Penetrate, Trip
Master One Handed, Melee d6, Finesse, Thrown (20/60), Disarm, Entangle, Light, Penetrate, Trip
Master Perk You have advantage on Entangle attacks, and if both dice would have hit, your enemy has the restrained and grappled condition.
War Pick

A weaponized miner's pick, famously invented by militant mountain dwarves, refined worldwide for use against armored infantries. The pick comes in many forms but is usually a battle axe sized weapon with a reinforced spike on one end, and a widened, sharpened scoop or hammer opposite the spike. The master can strike vital areas, puncturing deeply to bleed the target out over time.

Untrained One Handed, Melee d8, Awkward, Penetrate, Puncture
Basic One Handed, Melee d8, Penetrate, Puncture, Trip
Master One Handed, Melee d10, Penetrate, Puncture, Trip
Master Perk Before you roll an attack, you can take -5 to the roll. On hit, your target takes piercing damage equal to your Strength modifier at the start of each of their turns. A creature can attempt a Constitution saving throw at the end of their turn, ending the effect on a success. If the creature receives any healing, this also ends the effect. This effect can be applied multiple times, and is up to your DM if your target is capable of bleeding.
Stiletto

A thin, round spike with a thin point and round cross section make it perfect for fitting between or outright puncturing through metal plates or rings. A master has learned to use the needle-point with such accuracy that his foes may as well not even be wearing armor.

Untrained One Handed, Melee d4, Thrown (10/40) Finesse, Light, Penetrate, Puncture
Basic One Handed, Melee d4, Thrown (20/60) Conceal, Entangle, Finesse, Light, Penetrate, Puncture
Master One Handed, Melee d4, Thrown (20/60) Conceal, Entangle, Finesse, Light, Penetrate, Puncture
Master Perk When your enemy is entangled, you can use your bonus action to attempt a shove.
HAMMERS AND PICKS

Polearms

Weapon Damage Types Untrained Damage Basic Damage Master Damage Weight Gold Cost
Glaive Piercing or Slashing d10 2d6 2d6 5 20
Guisarme Slashing d8 d10 d10 5 10
Lajatang Piercing or Slashing d6 d8 [d8] d10 [d10] 8 75
Partisan Piercing or Slashing d10 2d6 2d6 6 25
War Scythe Piercing or Slashing 2d6 2d6 2d8 8 5

Feat: Polearm Master

  • +1 weapon AC.
  • All Polearm weapons are treated as having the Double Ended property. Your normal attacks are made with the weapon's damage die, while your attack with Double Ended is made with d4, unless stated otherwise.
  • While you are wielding the polearm, other creatures provoke an opportunity attack from you when they enter the reach of your weapon.
Glaive

Perhaps the simplest of the polearms, a glaive is a 36"-40" sword blade mounted on a 4ft-6ft pole, creating a 6ft-8ft weapon. A Glaive can be used like a spear or like a greatsword, and the wide, sweeping slashes deal extra damage to creatures much bigger than the wielder. Sometimes referred to as a horse killer, the Glaive was originally designed to be used by infantry against cavalry, but in the hands of a master adventurer, can be used quite effectively as a giant killer.

Untrained Two Handed, Melee d10, Awkward, Brace, Finesse, Reach, Heavy
Basic Two Handed, Melee 2d6, Brace,
Finesse, Reach, Heavy
Master Two Handed, Melee 2d6, Brace, Finesse, Reach,
Lunge, Heavy
Master Perk Against creatures of category size Large
and larger, your damage is 3d6 instead of
2d6. Your Double Ended attack is still d4.
Extended Polearm Group

If you take the Polearm Master feat, the following weapons also count as Polearms for you

  • Halberd
  • Lucerne
  • Morningstar
  • Pike
  • Pole flail
  • Short Glaive

These weapons benefit from your Polearm Master feat and you may use them at their master level training.

POLEARMS
Guisarme

A sharpened and sturdy pruning hook, developed as a peasant weapon from modifying a farm tool. The curved hook of the blade allows the guisarme to be used as a tripping weapon or to pull foes from the saddle. A Guisarme is a favorite of common militias who will face cavalry in battle, as the masters with this weapon find they can pull a knight from the saddle with relative ease.

Untrained Two Handed, Melee d8, Brace, Reach, Trip, Heavy
Basic Two Handed, Melee d10, Brace, Reach, Trip, Heavy
Master Two handed, Melee d10, Brace, Reach, Trip, Heavy
Master Perk You have advantage on trip attacks made to targets at 10ft away from you, and if you succeed against a mounted enemy, it is automatically pulled from its mount to prone
Lajatang

A rare and unusual Double Ended weapon, consisting of a three to five foot shaft and a crescent blade fitted at each end, with the points of the crescents pointing away from the haft of the weapon, giving it essentially 2 outward facing spear points on each end. Lajatang masters are extremely rare, but are a whirling dervish of crescent blades and points, dangerous from all sides.

Untrained Two Handed, Melee d6, Awkward, Brace, Reach
Basic Two Handed, Melee d8, Double Ended d8, Brace, Finesse, Reach
Master Two Handed, Melee d10, Double Ended d10, Brace, Finesse, Reach
Master Perk On your turn, you can spend your reaction to enter a Defensive Stance, negating any flanking bonus or ability any enemy might have for flanking you or having the enemy's ally near you, such as pack tactics or sneak attack. You may use Double Ended twice on your turn, but your second attack must be against a different target than your first.
Partisan

Much like a Glaive design, this pole weapon is essentially a shortsword blade mounted to a long haft, but keeps a wide cross guard at the base of the blade, trading sweeping cuts for defensive guards. The master Partisan uses the guard of his weapon like a shield at distance, and can even use it to protect allies.

Untrained Two Handed, Melee d10, Awkward, Brace, Reach, Heavy
Basic Two Handed, Melee 2d6, Brace, Reach, Heavy
Master Two Handed, Melee 2d6, Brace, Reach, Lunge, Heavy
Master Perk You have +2weapon AC against melee attacks from enemies that are 10ft away from you. When an enemy targets an ally within 5ft of you, you can use your reaction to
impose disadvantage
to that attack.
War Scythe

Whether mounted horizontally like a traditional farming implement, or mounted vertically like a glaive, a war scythe has its roots in a peasant militia looking to arm itself in times of war. A scythe in the right hands can be useful in combat, though it takes a practiced master to be truly effective. The master uses the scythe's reaping motion to deal horrible slashing wounds to the foes they trip in combat.

Untrained Two Handed, Melee 2d6, Heavy, Puncture, Reach, Trip
Basic Two Handed, Melee 2d6, Heavy, Entangle, Puncture, Reach, Trip
Master Two handed, Melee 2d8, Heavy, Entangle, Puncture, Reach, Trip
Master Perk When you successfully trip an enemy, that enemy takes full weapon damage, and has its speed reduced by half. At the end of its turn, the enemy can attempt a Constitution saving throw, ending the effect on a success.
Mounted Combat Reminder

Remember the following while fighting mounted combatants!

  • If an effect moves a mount against its will, the rider must succeed on a DC10 Dexterity saving throw, or fall off the mount, landing prone within 5ft of it.
  • If the rider is knocked prone while in the saddle, it must also make this save.
  • If the mount is knocked prone, the rider can use its reaction to land safely on its feet within 5ft of the mount, otherwise it too falls prone.

Therefore, when you attempt a trip attack against a mounted foe and succeed, the foe can still succeed on a different save and stay in the saddle while the mount whisks them away to safety!

POLEARMS

Spears

Weapon Damage Types Untrained Damage Basic Damage Master Damage Weight Gold Cost
Godendag Bludgeoning or Piercing d6 d6 d8 5 12
Harpoon Piercing d6 d6 d8 1 1
Javelin Piercing d6 d6 d8 1 1
Lance Piercing d8 d12 2d8 6 10
War Spear Piercing d8 d8 (d10) [d4] d10 (d12) [d4] 3 25
Pike Piercing d10 d12 2d8 8 5
Ravenbeak Piercing or Slashing d8 d8 d8 3 15
Trident Piercing d6 d8 (2d4) d12 (3d4) 3 10

Feat: Spear Master

  • +1 damage die when you score a critical hit.
  • You may lunge with any spear, without using
    your reaction.
  • Once on your turn, if you have advantage, you can
    sacrifice it for that roll to make an additional attack against that target, as part of the same action. Any remaining attacks still have advantage.
Godendag

A short spear with a heavy ball socket to hold the spear point, making use of sweeping bludgeons and weighted piercing attacks. The master makes full use of the added weight for powerful stuns and swift disarms or trips.

Untrained Two Handed, Melee d6, Thrown (10/40), Awkward, Penetrate, Puncture, Stagger
Basic Two Handed, Melee d6, Thrown (20/60), Penetrate, Puncture, Stagger, Trip
Master Two Handed, Melee d8, Disarm, Thrown (30/120), Penetrate, Puncture, Stagger, Trip
Master Perk Before you roll an attack, you can take -5 to the roll. On hit, the enemy must succeed on a Constitution saving throw or be stunned until the start of its next turn. On a critical hit, this effect is applied without the save.
Harpoon

A barbed throwing spear with a welded ring, attached to a length of rope or chain so the target or harpoon can be retrieved. A master of the harpoon impales with ease and can swiftly reel in a harpooned prey.

Each hit, your enemy must succeed on a Strength saving throw or be impaled, while a critical hit always impales.

Untrained Two Handed, Melee d6, Thrown (10/40), Awkward, Light
Basic Two Handed, Melee d6, Puncture, Thrown (20/60), Light
Master One Handed, Melee d8, Penetrate, Puncture, Thrown (30/120), Light
Master Perk You drag an enemy toward you a number of feet equal to twice your Strength score, and your target suffers disadvantage to Strength saving throws.
Harpoon Retrieval

If you win an Athletics contest, as a bonus action, you drag an impaled enemy toward you a number of feet equal to your Strength score, and on its turn, the enemy follows this same rule to pull away. While impaled, the enemy takes damage from your weapon at the start of its turn. You may let go of the rope at any time.

If you impale an enemy at least two size categories larger than you, you simply move with your target if you hold the rope. Impaled enemies can spend an action to repeat the save to pull the weapon free.

SPEARS
Javelin

A light throwing spear balanced for flight but sturdy enough as a simple spear. A master can make an Olympian throw, puncturing armor or shields so deeply, the user must pry the tip remnants out or suffer ineffective equipment in combat.

Untrained One Handed, Melee d6, Thrown (20/60), Light, Penetrate
Basic One Handed, Melee d6, Thrown (30/120), Light, Penetrate
Master One Handed, Melee d8, Thrown (30/240), Light, Penetrate
Master Perk Before you roll an attack, you can take -5 to the roll. With this penalty or any critical hit, your enemy suffers a -2 AC penalty if they have a shield or heavy armor, until they use an action to succeed on a Strength saving throw. A javelin is destroyed when this ability is used.
Lance

Designed for mounted use, the lance has ample hand protection and a heavily weighted pommel to brace the spear to target a mounted enemy in a charge or foot soldiers at range. Due to its design, a lance imposes disadvantage on attacks against targets within 5ft while on foot, but while mounted, this weapon gains Penetrate. Masters leverage their mount's Strength into each attack, allowing for devastating blows that knock enemies to the ground with ease.

Untrained Two Handed Melee d8, Awkward, Brace, Reach
Basic Two Handed Melee d12, Brace, Reach
Master One Handed, Melee 2d8, Brace, Reach, Stagger
Master Perk While mounted, each attack is also a shove attempt, and you have advantage in the contest. You may attempt a Shove as a bonus action.
Pike

The pike is a long weapon, varying in size from 8 to 12 feet long, designed for foot soldiers in a phalanx formation to be used against an opposing line. It has a wooden shaft shod in iron, with a long spearhead affixed to allow deep punctures. A master with the Pike learns to fight as a phalanx soldier, using his ally as cover, but deftly striking around him without detriment.

Untrained Two Handed, Melee d10, Brace, Heavy, Puncture, Reach
Basic Two Handed, Melee d12, Brace, Heavy, Lunge, Puncture, Reach
Master Two Handed, Melee 2d8, Brace, Heavy, Lunge, Puncture, Reach
Master Perk No creature gives half cover to your target while at reach. Your allies still provide half cover to you.
War Spear

A 6ft spear with a thick shaft, shod in banding and with a hefty counterweight to provide maximum tip control one-handed, or a brutal bludgeon while wielded in two, making it also balanced for throwing. A war spear is the soldier's ideal weapon on the front line, and a master is a true war fighter, using spear techniques as ancient and true as the armies that employed them.

Untrained Two Handed, Melee d8, Awkward
Basic One Handed, Melee d8, Thrown (20/60), Finesse, Penetrate, Puncture, Versatile d10
Master One Handed, Melee d10, Thrown (30/120), Double Ended d4, Finesse, Penetrate, Puncture, Versatile d12
Master Perk If you use this weapon one-handed, you can use Double Ended as if you were using it with two. If you use this weapon two handed, you deal an additional d6 damage each time you hit with the primary attack.
Ravenbeak

A war spear with a crescent shaped hook on one side of the tip, to be used to hook or slash. The added weight reduces its versatility, but the hook's utility more than makes up the difference. In the hands of a master, the beak can be used to redirect attacks into an enemy's allies, instead of hitting one's own allies.

Untrained Two Handed, Melee d8, Brace, Heavy, Reach, Trip
Basic Two Handed, Melee d8, Brace, Entangle, Heavy, Lunge, Reach, Trip
Master Two Handed, Melee d8, Brace, Disarm, Entangle, Heavy, Lunge, Reach, Trip
Master Perk If your enemy misses you with a melee weapon attack, you can cause it to instead target a creature of your choosing within its reach with that same attack roll.
Trident

Traditionally a fishing tool, the war trident is repurposed with little modification. Three prongs more reliably damage than an ordinary spear, and can trap and bind weapons like a sai. The master finds disarms with ease.

Untrained One Handed, Melee d6, Awkward
Basic One Handed, Melee d8, Disarm, Thrown (20/60), Versatile 2d4
Master One Handed, Melee d12, Deflect 3d4, Disarm, Thrown (30/120), Versatile 3d4
Master Perk You can attempt to deflect any attack that you can reach, even attacks made against your allies. When you deflect, as part of the same reaction, you can force your enemy to succeed on a Strength saving throw or be disarmed.
SPEARS

Throwing Weapons

Weapon Damage Types Untrained Damage Basic Damage Master Damage Weight Gold Cost
Bolas Bludgeoning d4 d4 d4 2 1
Boomerang Bludgeoning or Slashing d6 d6 d6 1 3
Chakram Slashing d4 d6 d8 0.1 0.1
Dart Piercing d4 d4 d6 0.05 0.1
Net A net deals no damage 0 0 0 3 1
Throwing Shot Bludgeoning d8 d10 d12 16 0.5
Throwing Star Piercing d4 d4 d4 0.05 0.1
Throwing Knife Bludgeoning, Piercing or Slashing d4 d4 d4 0.05 0.25

Feat: Throwing Weapon Master

  • You may throw anything with proficiency and apply this feat to anything you throw. When you throw with your off hand, you add your ability modifier to the damage roll.
  • You may use your reaction to make a ranged opportunity attack when an enemy enters or exits a 10ft radius around you.
  • You don't suffer disadvantage to ranged attacks at long range or while an enemy is within 5ft of you.
Bolas

A pair of weights connected to a reinforced cord or chain to bind a target's limbs. The master bolo accurately targets the legs to bind and trip in one attack.

A normal bolas has an 15AC, 2HP and is immune to bludgeoning damage, but more sturdy versions may exist. When your enemy escapes from or reduces the bolas to 0hp, it is destroyed.

Bolos are a type of weapon that uses the Entangle property even if no one is holding the weapon.

Untrained One Handed, Thrown d4 (10/30) Awkward, Launch
Basic One Handed, Thrown d4 (20/30), Entangle, Launch
Master One Handed, Thrown d4 (40/60), Entangle, Launch, Trip.
Master Perk On hit, your enemy must succeed on a Strength saving throw or become prone and restrained.
Boomerang

A hooked wing, sharpened on the inner curve and used like a cudgel. Most boomerangs have been enchanted with the ability to fly back to their throwers. The master can curve its flight path to hit more than one target with a powerful throw.

Untrained One Handed, Melee d6, Thrown (30/120), Awkward, Light
Basic One Handed, Melee d6, Thrown (40/120), Light
Master One Handed, Melee d6, Thrown (80/240, Light, Stagger
Master Perk Once on your turn, you can choose two targets within 40ft to attack with the same attack.
Boomerang Flight
  • If you have master training, you can trace any path to your target as long as that path is not longer than your long range.
  • Remember that if you can't see your target, you suffer disadvantage to attack.
  • After the attack, it retraces the same path back to you, avoiding targets until you catch it.

THROWING WEAPONS
Chakram

A sharpened discus or ring, typically curved for flight but sturdy enough to be used to slash in melee combat. Dangerous from all angles, the master can react quickly, throwing or slashing as a reaction to someone missing the mark.

Untrained One Handed, Melee d4, Thrown (20/60), Awkward, Light
Basic One Handed, Melee d6, Thrown (40/120), Finesse, Light
Master One Handed, Melee d8, Thrown (80/500), Finesse, Light
Master Perk If a creature misses you with a ranged or melee attack, you can use your reaction to make a ranged or melee attack against that creature.
Dart

A narrow, 12"-18" rod typically fletched like an arrow and weighted with lead in the needle tip to give it a bit of punch through armor. The dart is too fragile to be used in combat and can't be launched from a bow. It’s superior piercing capability and weighted tip allow the master to pin targets to walls if the conditions are right.

Untrained One Handed, Thrown d4, (20/60), Conceal Finesse, Light, Penetrate
Basic One Handed, Thrown d4, (30/60), Conceal Finesse, Light, Penetrate
Master One Handed, Thrown d6, (60/120), Conceal Finesse, Light, Penetrate
Master Perk When you land a hit, you can choose to deal no damage and instead pin the enemy to an adjacent wall or obstacle such as a tree or boulder. Your enemy is restrained, the escape DC is your weapon DC.
Net

A large or smaller creature hit by a net suffers the restrained condition until freed, and a net can use the Entangle property even if no one is holding it. Dealing 5 slashing damage to the net (AC10) frees the creature without harming it, ending the effect and destroying the net. A normal net cannot be used against category size Huge or larger enemies, but larger nets may be able to be crafted, so long as a means to deploy them exists, as a net this big cannot be wielded by Medium or smaller creatures. Master can expertly trap prey in a way that tangles the net as well, making it even harder to untangle from the mesh and break free.

Untrained Two handed, Thrown (5ft), Awkward.
Basic Two Handed, Thrown (10ft) Entangle
Master One Handed, Thrown (15ft), Deflect d6, Entangle, Light, Trip
Master Perk If you have advantage when you entangle your enemy, it has disadvantage on the check made to escape and the net's AC is increased by an amount equal to your proficiency.
Throwing Shot

Though not strictly their invention, the technique to throw an iron ball in combat was pioneered by the Orcs. The heavy iron in flight is fearsome; not many can stand up to the impact. A master is deadly accurate with the shot and is able to target an enemy's head to stun if they have an advantage. A creature with Strength less than 13 cannot wield a shot at all.

Untrained Two Handed, Thrown d8 (10ft) Awkward, Penetrate, Stagger
Basic Two Handed, Thrown d10 (20/60), Penetrate, Stagger, Trip
Master One Handed, Thrown d12 (30/90), Disarm, Penetrate, Stagger, Trip
Master Perk If you have advantage and both dice would have hit, or if you score a critical hit, your enemy is stunned until the end of its next turn. If you have disadvantage but one dice would have hit, deal your Strength modifier in damage to the target, though this still counts as a miss.
Throwing Star

Circular or star shaped metal disks made to be palmed together and thrown either with precision or a pepper of smaller strikes to disable an enemy before a followup attack. They often have a hole in the center to reduce weight and sharpened tips in a concentric pattern. The flat, small design of these weapons allows many to be palmed at once and thrown all together.

Untrained One Handed, Thrown d4 (10/30), Conceal, Finesse, Light, Puncture
Basic One Handed, Thrown d4 (20/60), Conceal, Finesse, Light, Puncture
Master One Handed, Thrown d4 (40/120), Conceal, Finesse, Light, Puncture
Master Perk As an action, you can force all targets of your choice in a 15ft cone to succeed on a Dexterity saving throw or suffer d4 plus your choice of Strength or Dexterity modifier in piercing damage. You throw as many stars as there are valid targets.
Throwing Knife

Small, balanced knives with a broad piercing tip and sharpened pommel, no longer than 4"-6". Easily hidden, these blades offer more range than throwing stars due to the higher weighted pommel. A master has the capability to dance in a quick circle, throwing knives at all foes around them.

Untrained One Handed, Melee d4, Thrown (20/60), Awkward, Conceal, Finesse, Light
Basic One Handed, Melee d4, Thrown (30/90), Conceal, Finesse, Light
Master One Handed, Melee d4, Thrown (60/120), Conceal, Finesse, Light
Master Perk As an action, you can force all targets of your choice within 10ft to succeed on a Dexterity saving throw or take d4 plus your choice of your Strength or Dexterity modifier in piercing damage. You throw as many knives as there are valid targets.
THROWING WEAPONS

Magic Spell and Ability Interactions with RME

There are some magic spells which produce a weapon, or weapon-like quality that the caster can use offensively like a normal melee weapon. It is important to clearly detail how this system interacts with those spells, and to what extent these summoned effects benefit from weapon properties from Revised Martial Equipment. You are considered Master trained with any weapon summoned with these spells, but their properties and master perks are listed below, different from the weapons which they resemble.

Melee Weapon Spells

Flame Blade - This spell summons any Combat Blade or Dueling Blade with the One Handed property that lacks Versatile. Its properties are only Finesse and Light. The master perk is now: The weapon deals fire damage and it sheds light half as bright as a torch.

Shadow Blade - This spell summons any Combat Blade or Dueling Blade with the One Handed property that lacks Versatile. Its properties are only Finesse, Light, and Thrown (20/60) using the damage value appropriate for the level of the spell.

Master Perk: the weapon deals Psychic damage and grants advantage on your attack rolls when your target is in dim light or darkness.

Spiritual Weapon - This spell summons a floating spectral weapon which cannot be wielded. It gains no weapon properties, nor can it be attacked or used to attack even by the caster. It is essentially a vehicle for bonus action force damage.

Shillelagh - This spell can be used on any Bludgeon weapon, but its damage is d8, even if the weapon would normally have a better damage die. However, this damage does extend to Double Ended.

Master Perk: Your weapon damage is now magical.

Tenser's Transformation - This spell does all it says in its description. When you cast this spell, you choose a weapon, shield, or armor group and gain master training with all equipment in that group. You do not gain the master feat for that group unless you already have it. When this spell ends, you lose the training in whichever group you chose.

Mordenkainen's Sword - This spell summons a sword-shaped plane of force that can assume any Combat Blade or Dueling Blade's shape. However, this weapon cannot be wielded, and gains no weapon properties.

Steel Wind Strike - You gain master training with the weapon you chose as the material component for the duration of this spell.

Master Perk: You can teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Ranged Weapon Spells

Swift Quiver - You do not gain master training for the weapon which uses this ammunition, but this spell can be used on any ammunition and any container for which ammunition is stored, such as a pouch, bolt case, or spinner cartridge. The ammunition and container gain all the effects of the spell. However, the weapon for which the ammunition is used must still be reloaded, using the time as is appropriate for the training level you are at with the weapon for which this ammunition is used.

Conjure Barrage - This spell can be used on any ammunition or weapon with the Thrown property. The weapons or ammunition that are conjured lose any weapon properties or master perks they have prior to the spell and deal only 3d8 damage appropriate to the type of damage for the weapon or ammunition used.

Conjure Volley - This spell can be used on any ammunition or weapon with the Thrown property. The weapons or ammunition that are conjured lose any weapon properties or master perks they have prior to the spell, and the spell continues as normal for its description.

Cordon of Arrows - This spell may be used on any ammunition or weapon with the Thrown property. The weapon loses any weapon properties it has, and deals only 1d6 damage of the type appropriate for the weapon and it is destroyed when the spell's effects occur.

Other

Artificer Infusion: Returning Weapon - This Infusion can be used on any weapon with the Thrown property.

Artificer Infusion: Repeating Shot - This Infusion can be used on any weapon with the Reload property. When you reload this weapon, reduce its reload time by one step, e.g. if a weapon with your current training has Reload as a bonus action, you can choose to Reload as a reaction. This is the effect of your ammunition teleporting back into place in your ranged weapon, but you must still manually prime the weapon for attack.

Subclass Master Training

The following subclasses gain master training with the weapon or equipment listed.

  • Artificer Armorer - Diskarmor
  • Arcane Archer - All Bows and Crossbows
  • Bladesinger - 1 one-handed melee weapon of choice
  • Cavalier - Lance
  • College of Swords - Scimitar
  • Eldritch Knight - the weapon used with Weapon Bond
  • Pact of the Blade - all simple weapons
  • Way of the Kensei - Chosen Kensei weapons
  • Way of the Open Hand - Unarmed Strike
MAGIC

Credits

Homebrew by Commander Fayne, aka Veritoss43 on Reddit.

All rights reserved except which are copyright of their respective holders. All art credited is used without permission under Fair Use. This material may not be sold, resold or profited from in any way, in accordance with Fair Use.

Page Art Credit
  • Cover Page Art - Wenjun Lin
  • Pg 2 "Weapon Rack" by Leesha Hannigan
  • Pg 3 "The Second Labor of Heracles" Stepan Alekseev
  • Pg 4 "Anno 1485" Vladimir Manyuk
  • Pg 5 Copyright Mortal Online
  • Pg 7 Art by Stepan Alekseev
  • Pg 8 "Thief" Daria Rashev
  • Pg 9 "Robin Hood" Stefan Kopinksi
  • Pg 10 "Ana" Daniel Kamarudin
  • Pg 11 Copyright Fantasy Flight Games, by Borja Pindado
  • Pg 13 "Sparticus" Wenjun Lin
  • Pg 14 Art by Wenjun Lin
  • Pg 15 "Shield of Faith" Steve Goad
  • Pg 17 "A Dance for the Lord" by Gabriel Tan
  • Pg 19 Kim Ha Yeong
  • Pg 21 "Priest" by Russell Dongjun Lu
  • Pg 23 "Wild Hunter" by Russell Dongjun Lu
  • Pg 25 "Brego" Manuel Castanon
  • Pg 27 "Demon Hunter" copyright Blizzard Entertainment
  • Pg 29 "Assassin" by Russell Dongjun Lu
  • Pg 31 "Musket Knight" by Ariel Perez
  • Pg 33 "Penitent" Russell Dongjun Lu
  • Pg 35 "Dauntless Bodyguard" Manuel Castanon
  • Pg 37 "Baptism of Blood" by Xiaoyu Wang
  • Pg 39 "Barbarian Ranger"
    by Russell Dongjun Lu
  • Pg 41 "Bard Throwing Star"
    by Stefan Skellen
  • Pg 44 "Viking Weapon Arrangement"
    Russell Dongjun Lu
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CREDITS